k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:36:            float cos_theta_i = LN . N;
k3d/share/shaders/k3d_brushedmetal3.sl:37:            if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_brushedmetal3.sl:40:                    / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_brushedmetal3.sl:41:                C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_orennayar.sl:49:    float theta_r, theta_i, cos_theta_i;
k3d/share/shaders/k3d_orennayar.sl:55:    theta_r = acos (Eye . Nf);
k3d/share/shaders/k3d_orennayar.sl:60:	cos_theta_i = LN . Nf;
k3d/share/shaders/k3d_orennayar.sl:62:	theta_i = acos (cos_theta_i);
k3d/share/shaders/k3d_orennayar.sl:63:	alpha = max (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:64:	beta = min (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:71:	L1 = Cs * (cos_theta_i * (C1 + cos_phi_diff * C2 * tan(beta) +
k3d/share/shaders/k3d_orennayar.sl:73:	L2 = (Cs * Cs) * (0.17 * cos_theta_i * sigma2/(sigma2+0.13) *
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:79:      float cos_theta_i = LN . N;
k3d/share/shaders/k3d_skin1.sl:80:      if (cos_theta_i > 0.0) {
k3d/share/shaders/k3d_skin1.sl:83:        / sqrt (cos_theta_i * cos_theta_r);
k3d/share/shaders/k3d_skin1.sl:84:    C += Cl * ((1-nonspec) * cos_theta_i * rho);
k3d/share/shaders/k3d_skin1.sl:106:  float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin1.sl:107:  return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skin2.sl:25:	float costheta = -v1 . v2;
k3d/share/shaders/k3d_skin2.sl:26:	return (1. - g*g) / pow(1. + g*g - 2.*g*costheta, 1.5);
k3d/share/shaders/k3d_skymetal.sl:26:	float costheta;
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_skymetal.sl:37:	if (costheta >= 0.0)
k3d/share/shaders/k3d_skymetal.sl:38:		refl = mix (sky_horiz, sky_zenith, costheta);
k3d/share/shaders/k3d_skymetal.sl:40:		refl = mix (land_horiz, land_zenith, -costheta);
k3d/share/shaders/k3d_stones.sl:100: float r,theta,angle;
k3d/share/shaders/k3d_watercolor.sl:22:	float costhetai = abs(nI . nN);

k3d/share/shaders/k3d_watercolor.sl:23:	float thetai = acos(costhetai);

k3d/share/shaders/k3d_watercolor.sl:24:	float sinthetat = sin(thetai)/nSnell;

k3d/share/shaders/k3d_watercolor.sl:25:	float thetat = asin(sinthetat);

k3d/share/shaders/k3d_watercolor.sl:26:	if(thetai == 0.0)

k3d/share/shaders/k3d_watercolor.sl:33:		float fs = sin(thetat - thetai) / sin(thetat + thetai);

k3d/share/shaders/k3d_watercolor.sl:34:		float ts = tan(thetat - thetai) / tan(thetat + thetai);

