k3d/share/shaders/k3d_brushedmetal3.sl:23:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_brushedmetal3.sl:40:                    / sqrt (cos_theta_i * cos_theta_r);
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:63:	alpha = max (theta_i, theta_r);
k3d/share/shaders/k3d_orennayar.sl:64:	beta = min (theta_i, theta_r);
k3d/share/shaders/k3d_skin1.sl:66:    float cos_theta_r = clamp (N.V, 0.0001, 1);
k3d/share/shaders/k3d_skin1.sl:83:        / sqrt (cos_theta_i * cos_theta_r);
