k3d/share/shaders/k3d_brickperturb.sl:1:/* I took wave's lead and renamed brickper to DPBrickperturb.sl -- tal@SpamSucks_cs.caltech.edu */
k3d/share/shaders/k3d_brickperturb.sl:26:k3d_brickperturb(
k3d/share/shaders/k3d_celld.sl:22:	float voro_jitter = 0;  /* desc { Amount to perturb the voroni 
k3d/share/shaders/k3d_corktile.sl:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
k3d/share/shaders/k3d_craters.sl:94:	/* Seem crater perturbations for each scale */
k3d/share/shaders/k3d_dturb.sl:1:/* dturb.sl
k3d/share/shaders/k3d_dturb.sl:3: * turbulence displacement
k3d/share/shaders/k3d_dturb.sl:8:displacement k3d_dturb(float Km = 0.1, freq = 10, flatness = 1)
k3d/share/shaders/k3d_dturb.sl:12:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_dturb.sl:14:  /* compute turbulence */
k3d/share/shaders/k3d_dturb.sl:21:  turb = 0;
k3d/share/shaders/k3d_dturb.sl:23:    turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_dturb.sl:25:  turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_dturb.sl:29:  magnitude = pow(turb, flatness);
k3d/share/shaders/k3d_eyeball.sl:65:  float i, turb, newturb, freq, f2;
k3d/share/shaders/k3d_eyeball.sl:90:   * of turbulence functions.  Some stretching is done to get it to look
k3d/share/shaders/k3d_eyeball.sl:94:      turb = bloody;  freq = veinfreq;
k3d/share/shaders/k3d_eyeball.sl:96:      for (i = 1;  (i <= veinlevel) && (turb > 0.1);  i += 1) {
k3d/share/shaders/k3d_eyeball.sl:97:	  newturb = 1 - abs (snoise(PO*freq + point(0,0,20*freq)));
k3d/share/shaders/k3d_eyeball.sl:98:	  newdisp = pow (smoothstep (.85, 1, newturb), 10);
k3d/share/shaders/k3d_eyeball.sl:99:	  displayed += (1-displayed) * newdisp * smoothstep (.1, .85, turb * turb);
k3d/share/shaders/k3d_eyeball.sl:100:	  turb *= newturb;
k3d/share/shaders/k3d_eyeball.sl:109:   * just a stretched turbulence function.
k3d/share/shaders/k3d_eyeball.sl:112:      turb = 0;  freq = 1;  f2 = 30;
k3d/share/shaders/k3d_eyeball.sl:114:	  turb += snoise (PO*f2 + point(0,0,20*f2)) / freq;
k3d/share/shaders/k3d_eyeball.sl:117:      Ciris *= (1-clamp(turb/2,0,1));
k3d/share/shaders/k3d_fire.sl:13:  float width, cutoff, fade, f, turb, maxfreq = 16;
k3d/share/shaders/k3d_fire.sl:29:  /* compute turbulence */
k3d/share/shaders/k3d_fire.sl:34:  turb = 0;
k3d/share/shaders/k3d_fire.sl:36:    turb += abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_fire.sl:38:  turb += fade * abs(snoise2(ss * f, tt * f)) / f;
k3d/share/shaders/k3d_fire.sl:39:  turb *= 0.5;
k3d/share/shaders/k3d_fire.sl:41:  /* index into color spline using turbulence */
k3d/share/shaders/k3d_fire.sl:43:  flame = clamp(t - turb, 0, 1);
k3d/share/shaders/k3d_gmarbtile_polish.sl:49:  float turbsum, turb;
k3d/share/shaders/k3d_gmarbtile_polish.sl:70:  turb = 0.5 * turbulence(PP, dPP, 5, 2, 0.5);
k3d/share/shaders/k3d_gmarbtile_polish.sl:71:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_gmarbtile_polish.sl:77:  /* perturb the lookup */
k3d/share/shaders/k3d_gmarbtile_polish.sl:81:  turbsum = 0;
k3d/share/shaders/k3d_gmarbtile_polish.sl:87:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_gmarbtile_polish.sl:88:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_gmarbtile_polish.sl:89:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_gmarbtile_polish.sl:92:  turbsum *=
k3d/share/shaders/k3d_gmarbtile_polish.sl:96:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_greenmarble.sl:5: *   Makes a marble-like surface using a turbulence function.
k3d/share/shaders/k3d_greenmarble.sl:36:  float turbsum, turb, i;
k3d/share/shaders/k3d_greenmarble.sl:43:   *    Use turbulence - use frequency clamping
k3d/share/shaders/k3d_greenmarble.sl:45:  turb = 0.5 * turbulence(PP, dPP, 5, 2, 0.5);
k3d/share/shaders/k3d_greenmarble.sl:46:  Ct = mix(darkcolor, lightcolor, smoothstep(0.1, .35, turb));
k3d/share/shaders/k3d_greenmarble.sl:52:  /* perturb the lookup */
k3d/share/shaders/k3d_greenmarble.sl:56:  turbsum = 0;
k3d/share/shaders/k3d_greenmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_greenmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_greenmarble.sl:63:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_greenmarble.sl:66:  turbsum *=
k3d/share/shaders/k3d_greenmarble.sl:69:  Ct = mix(Ct, veincolor, turbsum);
k3d/share/shaders/k3d_leather.sl:47:	float base_turb, blotch_turb, disp_turb;

k3d/share/shaders/k3d_leather.sl:85:	base_turb = noise(BASE_SF*sin(2*PI*s) + PI + label,

k3d/share/shaders/k3d_leather.sl:87:	base_turb = pow(base_turb, (1/redness));

k3d/share/shaders/k3d_leather.sl:92:		base_turb = 0;

k3d/share/shaders/k3d_leather.sl:94:		base_turb *= (t-T1)/(T2-T1);

k3d/share/shaders/k3d_leather.sl:96:		base_turb *= (T4-t)/(T4-T3);

k3d/share/shaders/k3d_leather.sl:98:		base_turb = 0;

k3d/share/shaders/k3d_leather.sl:99:	base_color = spline(base_turb, green, green,

k3d/share/shaders/k3d_leather.sl:117:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,

k3d/share/shaders/k3d_leather.sl:119:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 

k3d/share/shaders/k3d_leather.sl:120:	         pow(base_turb, 2);

k3d/share/shaders/k3d_leather.sl:165:	 * highlights. We'd like them perturbed by the small

k3d/share/shaders/k3d_orange.sl:34:	point turb, p2;
k3d/share/shaders/k3d_orange.sl:43:	turb = noise (BUMP_FREQUENCY * p2) * BUMP_AMPLITUDE;
k3d/share/shaders/k3d_orange.sl:44:	newP = calculatenormal (P + turb * normalize (N));
k3d/share/shaders/k3d_planetclouds.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_redapple.sl:64:	float base_turb, blotch_turb, disp_turb;
k3d/share/shaders/k3d_redapple.sl:109:	base_turb = noise(BASE_SF*sin(2*PI*s) + PI + label,
k3d/share/shaders/k3d_redapple.sl:111:	base_turb = pow(base_turb, (1/redness));
k3d/share/shaders/k3d_redapple.sl:116:		base_turb = 0;
k3d/share/shaders/k3d_redapple.sl:118:		base_turb *= (t-T1)/(T2-T1);
k3d/share/shaders/k3d_redapple.sl:120:		base_turb *= (T4-t)/(T4-T3);
k3d/share/shaders/k3d_redapple.sl:122:		base_turb = 0;
k3d/share/shaders/k3d_redapple.sl:123:	base_color = spline(base_turb, green, green,
k3d/share/shaders/k3d_redapple.sl:141:	blotch_turb = noise(BLOTCH_SF*sin(2*PI*(s+.1234)) + PI + label,
k3d/share/shaders/k3d_redapple.sl:143:	blotch = pow(blotch_turb, 1.3) * BLOTCH_TCF * 
k3d/share/shaders/k3d_redapple.sl:144:	         pow(base_turb, 2);
k3d/share/shaders/k3d_redapple.sl:189:	 * highlights. We'd like them perturbed by the small
k3d/share/shaders/k3d_rustymetal.sl:6: *   is basically thresholded turbulence (summed abs(snoise)).  Where it's
k3d/share/shaders/k3d_rustymetal.sl:53:  point Nrust;                 /* perturbed normal for the rusty areas */
k3d/share/shaders/k3d_rustymetal.sl:60:  /* Sum several octaves of abs(snoise), i.e. turbulence.  Limit the
k3d/share/shaders/k3d_rustymetal.sl:82:   * account the perturbed normal and shading like matte.
k3d/share/shaders/k3d_saturn.sl:11: *   turbulence techniques.
k3d/share/shaders/k3d_skin1.sl:201:  float turb, f;
k3d/share/shaders/k3d_skin1.sl:212:  turb = 0;
k3d/share/shaders/k3d_skin1.sl:214:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_skin1.sl:216:  turb = pow(turb,poresthresh) * poresdepth;
k3d/share/shaders/k3d_skin1.sl:220:  NN = calculatenormal(P + turb * normalize(N));
k3d/share/shaders/k3d_skin1.sl:239:  turb = 0;
k3d/share/shaders/k3d_skin1.sl:241:  turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_skin1.sl:243:  turb = pow(turb, belmishthresh );
k3d/share/shaders/k3d_skin1.sl:251:  color blemishcol = color spline ( turb,
k3d/share/shaders/k3d_spacecloud.sl:2: * TLSpaceCloud.sl - perform turbulence function to add more dimension to
k3d/share/shaders/k3d_spacecloud.sl:28: *  tal 2/23/97 -- Originally tried using fBm to create turbulence.  But
k3d/share/shaders/k3d_stones.sl:159:      /* compute turbulence  for grunge*/
k3d/share/shaders/k3d_stones.sl:164:        float turb = 0, f;
k3d/share/shaders/k3d_stones.sl:166:        turb += abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_stones.sl:168:        turb += fade * abs(snoise(PP * f)) / f;
k3d/share/shaders/k3d_stones.sl:170:        grunge = pow(turb, grunge_Pow);
k3d/share/shaders/k3d_strata.sl:11: *    turbscale - how turbulent the layers are
k3d/share/shaders/k3d_strata.sl:13: *    octaves - number of octaves of noise to sum for the turbulence
k3d/share/shaders/k3d_strata.sl:38:		   float yscale = 2; float turbscale = 0.1; float offset = 0;
k3d/share/shaders/k3d_strata.sl:45:  float turb, i, freq;
k3d/share/shaders/k3d_strata.sl:49:  turb = 0;
k3d/share/shaders/k3d_strata.sl:53:      turb += abs(snoise(PP * freq) / freq);
k3d/share/shaders/k3d_strata.sl:57:  cmap = yscale * ycomp(PP) + turbscale * turb - offset;
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran.sl:103:  /*  "nonlinear" scales purturbation-by-z */
k3d/share/shaders/k3d_terran.sl:104:  /*  "purt_scale" scales overall purturbation */
k3d/share/shaders/k3d_terran2.sl:11: *   turbulence and mottling techniques.
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:158:  /*  "nonlinear" scales purturbation-by-z */
k3d/share/shaders/k3d_terran2.sl:159:  /*  "purt_scale" scales overall purturbation */
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_veinedmarble.sl:14: *   warping - controls how much turbulent warping there will be
k3d/share/shaders/k3d_veinedmarble.sl:47:  float i, turb, freq;
k3d/share/shaders/k3d_veinedmarble.sl:48:  float turbsum;
k3d/share/shaders/k3d_veinedmarble.sl:56:  turbsum = 0;
k3d/share/shaders/k3d_veinedmarble.sl:61:      turb = abs(filteredsnoise(PP * freq, dPP * freq));
k3d/share/shaders/k3d_veinedmarble.sl:62:      turb = pow(smoothstep(0.8, 1, 1 - turb), sharpness) / freq;
k3d/share/shaders/k3d_veinedmarble.sl:63:      turbsum += (1 - turbsum) * turb;
k3d/share/shaders/k3d_veinedmarble.sl:68:  Ct = mix(Cs, veincolor, turbsum);
k3d/share/shaders/k3d_venus.sl:8: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_venus2.sl:10: *      The shader works by creating a fractal turbulence function over
k3d/share/shaders/k3d_windywave.sl:10:  float turb, a, i;
k3d/share/shaders/k3d_windywave.sl:16:  turb = 0;
k3d/share/shaders/k3d_windywave.sl:21:      turb += abs(a * snoise(PP));
k3d/share/shaders/k3d_windywave.sl:25:  wind = minwind + windamp * turb;
