k3d/share/shaders/k3d_antialiasedchecks.sl:34:  float swidth, twidth, sfuzz, tfuzz;  /* Antialiasing */
k3d/share/shaders/k3d_antialiasedchecks.sl:42:  twidth = abs(Du(t)*du) + abs(Dv(t)*dv);
k3d/share/shaders/k3d_antialiasedchecks.sl:47:  tfuzz = .5 * twidth * frequency / Nfactor;
k3d/share/shaders/k3d_background.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_background.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_background.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_brick.sl:47:  float swidth, twidth;
k3d/share/shaders/k3d_brick.sl:57:   * size by a bit -- it makes the transitions between brick and mortar
k3d/share/shaders/k3d_brick.sl:61:  twidth = 1.5 * max(filterwidth(t), MINFILTWIDTH) / BMHEIGHT;
k3d/share/shaders/k3d_brick.sl:88:  if(twidth >= 1)
k3d/share/shaders/k3d_brick.sl:92:      clamp(filteredpulse(MHF, 1 - MHF, tt, twidth), max(1 - MHF / twidth, 0),
k3d/share/shaders/k3d_brick3.sl:59:  float swidth, twidth;
k3d/share/shaders/k3d_brick3.sl:64:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_brick3.sl:76:  twidth /= BMHEIGHT;
k3d/share/shaders/k3d_brick3.sl:96:  if (twidth >= 1)
k3d/share/shaders/k3d_brick3.sl:98:  else h = clamp (boxstep(MHF-twidth,MHF,tt), max(1-MHF/twidth,0),1)
k3d/share/shaders/k3d_brick3.sl:99:	 - clamp (boxstep(1-MHF-twidth,1-MHF,tt), 0, 2*MHF/twidth);
k3d/share/shaders/k3d_brickanti.sl:39:    float swidth, twidth;
k3d/share/shaders/k3d_brickanti.sl:50:    twidth = abs(Du(tt)*du) + abs(Dv(tt)*dv);
k3d/share/shaders/k3d_brickanti.sl:61:    h = boxstep(MHF-twidth,MHF,tt)
k3d/share/shaders/k3d_brickanti.sl:62:      - boxstep(1-MHF-twidth,1-MHF,tt);
k3d/share/shaders/k3d_brickanti.sl:73:    h = (tintegral(tt+twidth) - tintegral(tt))/twidth;
k3d/share/shaders/k3d_brickbump.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump3.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brushedmetal2.sl:26: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_brushedmetal2.sl:73:		twist		=  0;
k3d/share/shaders/k3d_brushedmetal2.sl:85:	vector VA = rotate(normalize(dPdu), twist, zro, normalize(N));
k3d/share/shaders/k3d_bubbles.sl:10:	float radius = 0.5;   /* values between -0.5 and 0.5          */
k3d/share/shaders/k3d_bubbly.sl:21: *	      dont go higher than two with this.
k3d/share/shaders/k3d_castucco.sl:30:  float fwidth;			/* Estimated change in P between image samples */
k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_ceramictiles.sl:11: *   groovewidth, grooveheight - width of the spacing between tiles,
k3d/share/shaders/k3d_ceramictiles.sl:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:31: *   Kdmortar - Kd for the mortar between tiles
k3d/share/shaders/k3d_ceramictiles.sl:61: * and the width and height of the grooves between tiles (assuming that
k3d/share/shaders/k3d_ceramictiles.sl:68:		  output float swhichtile, twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:72:  twhichtile = floor(tt);
k3d/share/shaders/k3d_ceramictiles.sl:74:  ttile = tt - twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:134: * "glossy" specular term.  We're actually blending between a purely
k3d/share/shaders/k3d_ceramictiles.sl:203:  float swhichtile, twhichtile, stile, ttile;
k3d/share/shaders/k3d_ceramictiles.sl:206:			     swhichtile, twhichtile, stile, ttile);
k3d/share/shaders/k3d_ceramictiles.sl:207:  float tileindex = swhichtile + 13 * twhichtile;
k3d/share/shaders/k3d_ceramictiles.sl:211:   * the grooves between tiles.  Also, add just a little bit of
k3d/share/shaders/k3d_ceramictiles.sl:235:   * Set the color of the mortar between tiles, make it look good by
k3d/share/shaders/k3d_contacshadow.sl:52:	/* the difference between the two distances is used to calculate the  
k3d/share/shaders/k3d_corktile.sl:16: * gap - the size of the gap or groove between tiles, measured as a proportion of the tile,
k3d/share/shaders/k3d_corktile.sl:22: * 	 the gap between the tiles, the remainder of bumpheight is taken up with the bumps on the 
k3d/share/shaders/k3d_corktile.sl:25: *   in height between the gap and the tile itself
k3d/share/shaders/k3d_corktile.sl:44:							float txtscale, filtwidth)
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_corktile.sl:53:		float fw = filtwidth * txtscale;
k3d/share/shaders/k3d_corktile.sl:97:	float filtwidth = filterwidthp(PP),
k3d/share/shaders/k3d_corktile.sl:99:			twidth = abs(Du(t)*du) + abs(Dv(t)*dv),
k3d/share/shaders/k3d_corktile.sl:100:			stfiltwidth = max(swidth, twidth) / tilewidth,
k3d/share/shaders/k3d_corktile.sl:101:			sw, tw, so, to;
k3d/share/shaders/k3d_corktile.sl:104:	float ingap = tile(s, t, tilewidth, tilewidth, swidth, twidth, gap, gap, sw, tw, so, to);
k3d/share/shaders/k3d_corktile.sl:106:	Ct = cork( P, txtscale, filtwidth);	
k3d/share/shaders/k3d_corktile.sl:107:	/* Calculate color of gap between tiles */
k3d/share/shaders/k3d_corktile.sl:108:	Cg = color( .20, 0, 0) + filteredsnoise(PP * txtscale, filtwidth * txtscale) * .2;
k3d/share/shaders/k3d_corktile.sl:112:		(1  - smoothstep(.2 * gap, gap * .8, stfiltwidth));  
k3d/share/shaders/k3d_corktile.sl:113:	disp = (tileheight + fnoise(PP * txtscale * bumpfreq + 3, filtwidth * txtscale) * (1 - tileheight)) 
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_crayon.sl:19:		this should vary between 0 (no topcolor) to 1, .3 would give 30% topcolor;
k3d/share/shaders/k3d_crayon.sl:38:	   twice the micropolygon width */
k3d/share/shaders/k3d_cyclone.sl:11:		    float twist = 0.5; float scale = .7, offset = .5;
k3d/share/shaders/k3d_cyclone.sl:32:      angle = PI + twist * TWOPI * (max_radius - dist) / max_radius;
k3d/share/shaders/k3d_decalplastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_decalplastic.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_decalplastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_eyeball.sl:21: *   index - set between 0 and 1, lets you use this shader to generate
k3d/share/shaders/k3d_eyeball.sl:24: * ANTIALIASING: basic antialiasing of the boundaries between tissue types
k3d/share/shaders/k3d_eyeball.sl:71:  float twidth, cutoff;
k3d/share/shaders/k3d_eyeball.sl:74:  twidth = max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH);
k3d/share/shaders/k3d_eyeball.sl:83:  irisstat = smoothstep (irissize, irissize+twidth, tt);
k3d/share/shaders/k3d_eyeball.sl:84:  pupilstat = smoothstep (pupilsize, pupilsize+twidth, tt);
k3d/share/shaders/k3d_fur2.sl:95:       surface, use the hair normal Otherwise, blend between the two
k3d/share/shaders/k3d_gmarbtile_polish.sl:16: *   groovecolor - the color of the grooves between the tiles.
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:24: *    Some rudimentary antialiasing is performed on the borders between
k3d/share/shaders/k3d_hextile.sl:68:  float swidth, twidth, sfuzz, tfuzz, fuzzmax;
k3d/share/shaders/k3d_hextile.sl:76:  twidth = abs(Du(t)*du) + abs(Dv(t)*dv);
k3d/share/shaders/k3d_hextile.sl:78:  tfuzz = 0.5 * twidth;
k3d/share/shaders/k3d_lunette.sl:42: * Base color for the "lunette" pattern.  The pattern is calculated in a two-
k3d/share/shaders/k3d_lunette.sl:94:	 * pulsegrid varies smoothly between the two values to cope with
k3d/share/shaders/k3d_lunette.sl:107:	 * between colorA and colorB, created using noise and other mixing
k3d/share/shaders/k3d_lunette.sl:125:	 * return the mix between the base grid and the colorful noise
k3d/share/shaders/k3d_map_pattern_1.sl:5:float twidth1=1; 
k3d/share/shaders/k3d_map_pattern_1.sl:10:color lightwood=color(0.69,0.44,0.25); 
k3d/share/shaders/k3d_map_pattern_1.sl:36:temt_c1=texture(map1,temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:40:temt_c1=texture(map1[channel1],temp_ss1,temp_tt1,"swidth",swidth1,"twidth",twidth1,"samples",samples1);
k3d/share/shaders/k3d_map_pattern_1.sl:65:Ct = mix (lightwood, darkwood, r*r2*r2);
k3d/share/shaders/k3d_mondometal.sl:75:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:80:                            "twidth", abColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:100:                            "twidth", abDiffuseMapBlur );

k3d/share/shaders/k3d_mondometal.sl:112:                            "twidth", abSpecularMapBlur );

k3d/share/shaders/k3d_mondometal.sl:125:                      "twidth", abSpecularColorMapBlur );

k3d/share/shaders/k3d_mondometal.sl:136:                            "twidth", abRoughnessMapBlur );

k3d/share/shaders/k3d_mondometal.sl:150:                            "twidth", abTransparencyMapBlur );

k3d/share/shaders/k3d_mondometal.sl:156:                            "twidth", abTransparencyMapBlur ));

k3d/share/shaders/k3d_mondometal.sl:165:                            "twidth", abIncandescenseMapBlur );

k3d/share/shaders/k3d_mondometal.sl:178:                            "twidth", abBumpMapBlur );

k3d/share/shaders/k3d_mondometal.sl:214:                                    "twidth", abReflectionMapBlur );

k3d/share/shaders/k3d_mondometal.sl:224:                            "twidth", abColorMapBlur);

k3d/share/shaders/k3d_oak.sl:16: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oak.sl:62:		color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oak.sl:76:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:16: *   groovewidth, grooveheight - width of the grooves between planks
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:23: *   Clightwood - the light, "background" wood color
k3d/share/shaders/k3d_oakplank.sl:72: * width and height of the grooves between tiles, figure out which
k3d/share/shaders/k3d_oakplank.sl:79:		   output float swhichplank, twhichplank;
k3d/share/shaders/k3d_oakplank.sl:88:  twhichplank = floor(newt / planklength);
k3d/share/shaders/k3d_oakplank.sl:89:  tplank = newt - twhichplank * planklength;
k3d/share/shaders/k3d_oakplank.sl:90:  /* Calculate our "in-plank" value by multiplying two perpendicular
k3d/share/shaders/k3d_oakplank.sl:112:		     color Clightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_oakplank.sl:131:  float swhichplank, twhichplank, splank, tplank;
k3d/share/shaders/k3d_oakplank.sl:134:			       swhichplank, twhichplank, splank, tplank);
k3d/share/shaders/k3d_oakplank.sl:135:  float plankindex = swhichplank + 13 * twhichplank;
k3d/share/shaders/k3d_oakplank.sl:139:    (vector cellnoise(swhichplank, twhichplank) - 0.5);
k3d/share/shaders/k3d_oakplank.sl:145:  color Cwood = mix(Clightwood, Cdarkwood, wood);
k3d/share/shaders/k3d_oakplank.sl:151:   * the grooves between planks. 
k3d/share/shaders/k3d_outlet.sl:7: *   twice as high as it is wide.  *Totally* cheesy if you see it from
k3d/share/shaders/k3d_parquet_plank.sl:17: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank.sl:18: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank.sl:19: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank.sl:36:			  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank.sl:50:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank.sl:66:  twidth =
k3d/share/shaders/k3d_parquet_plank.sl:69:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_parquet_plank.sl:84:      swidth = twidth;
k3d/share/shaders/k3d_parquet_plank.sl:85:      twidth = tmp;
k3d/share/shaders/k3d_parquet_plank.sl:103:  if(twidth >= 1)
k3d/share/shaders/k3d_parquet_plank.sl:107:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_parquet_plank.sl:108:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_parquet_plank.sl:109:		       2 * GHF / twidth);
k3d/share/shaders/k3d_parquet_plank.sl:148:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_plank2.sl:18: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank2.sl:19: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_plank2.sl:20: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank2.sl:50:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_plank2.sl:64:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_plank2.sl:78:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_plank2.sl:79:  fwidth = max(swidth,twidth);
k3d/share/shaders/k3d_parquet_plank2.sl:92:      tmp = swidth;  swidth = twidth;  twidth = tmp;
k3d/share/shaders/k3d_parquet_plank2.sl:107:  if (twidth >= 1)
k3d/share/shaders/k3d_parquet_plank2.sl:109:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_plank2.sl:110:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_plank2.sl:144:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_parquet_tile.sl:19: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_tile.sl:20: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_parquet_tile.sl:21: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_tile.sl:65:	       color lightwood = color (0.57, 0.292, 0.125);
k3d/share/shaders/k3d_parquet_tile.sl:79:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_parquet_tile.sl:93:  twidth = (max (abs(Du(t)*du) + abs(Dv(t)*dv), MINFILTERWIDTH) / PGHEIGHT) * txtscale;
k3d/share/shaders/k3d_parquet_tile.sl:94:  fwidth = max(swidth,twidth);
k3d/share/shaders/k3d_parquet_tile.sl:107:      tmp = swidth;  swidth = twidth;  twidth = tmp;
k3d/share/shaders/k3d_parquet_tile.sl:122:  if (twidth >= 1)
k3d/share/shaders/k3d_parquet_tile.sl:124:  else h = clamp (boxstep(GHF-twidth,GHF,tt), max(1-GHF/twidth,0),1)
k3d/share/shaders/k3d_parquet_tile.sl:125:	 - clamp (boxstep(1-GHF-twidth,1-GHF,tt), 0, 2*GHF/twidth);
k3d/share/shaders/k3d_parquet_tile.sl:159:  woodcolor = mix (lightwood, darkwood, r);
k3d/share/shaders/k3d_planetclouds.sl:22: *   1. The way this shader is typically used is to have two concentric
k3d/share/shaders/k3d_plank.sl:15: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_plank.sl:16: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_plank.sl:17: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_plank.sl:33:		  color lightwood = color(0.57, 0.292, 0.125);
k3d/share/shaders/k3d_plank.sl:47:  float swidth, twidth, fwidth, ss, tt, w, h, fade, ttt;
k3d/share/shaders/k3d_plank.sl:61:  twidth =
k3d/share/shaders/k3d_plank.sl:64:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_plank.sl:89:  if(twidth >= 1)
k3d/share/shaders/k3d_plank.sl:93:      clamp(boxstep(GHF - twidth, GHF, tt), max(1 - GHF / twidth, 0),
k3d/share/shaders/k3d_plank.sl:94:	    1) - clamp(boxstep(1 - GHF - twidth, 1 - GHF, tt), 0,
k3d/share/shaders/k3d_plank.sl:95:		       2 * GHF / twidth);
k3d/share/shaders/k3d_plank.sl:134:  woodcolor = mix(lightwood, darkwood, r);
k3d/share/shaders/k3d_projectionmap_plastic.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_projectionmap_plastic.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_projectionmap_plastic.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_ruledpaper.sl:55:	// Spacing between lines
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_screen_aa.sl:38:  float swidth, twidth, GWF, w, h;
k3d/share/shaders/k3d_screen_aa.sl:46:  twidth = max(abs(Du(t) * du) + abs(Dv(t) * dv), MINFILTERWIDTH) * frequency;
k3d/share/shaders/k3d_screen_aa.sl:61:  if(twidth >= 1)
k3d/share/shaders/k3d_screen_aa.sl:65:      clamp(boxstep(GWF - twidth, GWF, tt), max(1 - GWF / twidth, 0),
k3d/share/shaders/k3d_screen_aa.sl:66:	    1) - clamp(boxstep(1 - GWF - twidth, 1 - GWF, tt), 0,
k3d/share/shaders/k3d_screen_aa.sl:67:		       2 * GWF / twidth);
k3d/share/shaders/k3d_shadowdistant_rim.sl:21:                        "swidth", width, "twidth", width);
k3d/share/shaders/k3d_shifteddrtile.sl:63:	float mix_opacity; /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shiftedmoontile.sl:60:	float mix_opacity;       /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shiny.sl:10: *    twosided - if nonzero both sides of the surface are shiny, otherwise
k3d/share/shaders/k3d_shiny.sl:35:		  float twosided = 0;)
k3d/share/shaders/k3d_shiny.sl:39:    MaterialShinyMetal(Nf, Cs, Ka, Kd, Ks, roughness, Kr, blur, twosided,
k3d/share/shaders/k3d_shinyplastic.sl:11: *    twosided - if nonzero both sides of the surface are shiny, otherwise
k3d/share/shaders/k3d_shinyplastic.sl:30:			 float twosided = 0;
k3d/share/shaders/k3d_shinyplastic.sl:36:			 twosided, ENVPARAMS);
k3d/share/shaders/k3d_skin1.sl:7: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin1.sl:100:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin1.sl:113:   scattering albedo (between 0 and 1 for physically-valid volumes),
k3d/share/shaders/k3d_skin2.sl:6: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_skin2.sl:19:/* Evaluate the Henyey-Greenstein phase function for two vectors with
k3d/share/shaders/k3d_skin2.sl:32:   scattering albedo (between 0 and 1 for physically-valid volumes),
k3d/share/shaders/k3d_slateroof.sl:18: 		a value between 0 and 1
k3d/share/shaders/k3d_slateroof.sl:19: 	gap: the size of the gap between one tile and the next in the s direction,
k3d/share/shaders/k3d_slateroof.sl:20: 		measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroof.sl:26: 	factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroof.sl:62:                 twidth = 1 / tfreq, 		/* ditto for the t direction */
k3d/share/shaders/k3d_slateroof.sl:67:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroof.sl:70:   float add, 										/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroof.sl:86:   ttile = tcoord / twidth;
k3d/share/shaders/k3d_slateroofd.sl:14: 			a value between 0 and 1
k3d/share/shaders/k3d_slateroofd.sl:15: 		gap: the size of the gap between one tile and the next in the s direction,
k3d/share/shaders/k3d_slateroofd.sl:16: 			measured as a proportion of the tile (so the value of gap must lie between 0 
k3d/share/shaders/k3d_slateroofd.sl:18: 		factor: a seed used for adjusting the randomness - if you have two roofs with
k3d/share/shaders/k3d_slateroofd.sl:55:                 twidth = 1 / tfreq, 		/* ditto for the t direction */
k3d/share/shaders/k3d_slateroofd.sl:59:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroofd.sl:62:   float add,	 									/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroofd.sl:77:   ttile = tcoord / twidth;
k3d/share/shaders/k3d_softboxes.sl:10:* To do: accomodate negative widths. twosided/onesided cards.
k3d/share/shaders/k3d_softboxes.sl:50:/*   - the equations of two superellipses (with major/minor axes given	***/
k3d/share/shaders/k3d_softboxes.sl:55:/*   - smoothly varying from 0 to 1 in between				***/
k3d/share/shaders/k3d_square_ridges.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_square_ridges.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_square_ridges.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_srfdeformation.sl:73:    /* Calculate shading difference between P and Porig*/
k3d/share/shaders/k3d_stones.sl:8: * This software is placed in the public domain and is provided as is 
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_superplank.sl:17: *   lightwood - wood-like color from which the various shades are derived.
k3d/share/shaders/k3d_superplank.sl:20: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:22: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_superplank.sl:63:			color lightwood = color(.5, .2, .067);	/* light wood color */
k3d/share/shaders/k3d_superplank.sl:69:			float groovewidth = 0.001;	/* Width of the grooves between planks */
k3d/share/shaders/k3d_superplank.sl:89:  float swidth, twidth, fwidth;
k3d/share/shaders/k3d_superplank.sl:90:  float sw, tw, overallscale;
k3d/share/shaders/k3d_superplank.sl:129:  twidth = filterwidth(tt);
k3d/share/shaders/k3d_superplank.sl:130:  fwidth = max(swidth, twidth);
k3d/share/shaders/k3d_superplank.sl:176:	  swidth = twidth;
k3d/share/shaders/k3d_superplank.sl:177:	  twidth = tmp;
k3d/share/shaders/k3d_superplank.sl:191:  tw = twidth / PGHEIGHT;
k3d/share/shaders/k3d_superplank.sl:196:  if(tw >= 1)
k3d/share/shaders/k3d_superplank.sl:199:    h = filteredpulse(whichplank + GHF, whichplank + 1 - GHF, plank_t, tw);
k3d/share/shaders/k3d_superplank.sl:212:  fwidth = max(swidth * ringscale, twidth * ringscale);
k3d/share/shaders/k3d_superplank.sl:227:      fwidth = max(swidth * grainscale, twidth * grainscale);
k3d/share/shaders/k3d_superplank.sl:248:  woodcolor = lightwood;
k3d/share/shaders/k3d_superplank.sl:291:   * Have some subtle interaction between grain and specularity.
k3d/share/shaders/k3d_superpplastic.sl:48:		    "samples", samples, "swidth", Swidth, "twidth", Twidth,
k3d/share/shaders/k3d_terran.sl:50:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_terran2.sl:113:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_tooledsteel.sl:29: *  twist		- allows you to twist the direction of anisotropy
k3d/share/shaders/k3d_tooledsteel.sl:132:		twist		=  0;
k3d/share/shaders/k3d_tooledsteel.sl:146:	VA = rotate(VA, twist, zro, normalize(N));
k3d/share/shaders/k3d_toonmap.sl:13:float twidth4=1; 
k3d/share/shaders/k3d_toonmap.sl:21:float twidth3=1; 
k3d/share/shaders/k3d_toonmap.sl:34:float twidth2=1; 
k3d/share/shaders/k3d_toonmap.sl:55:temt_c4=texture(Highlight_Map,temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:59:temt_c4=texture(Highlight_Map[channel4],temp_ss4,temp_tt4,"swidth",swidth4,"twidth",twidth4,"samples",samples4);
k3d/share/shaders/k3d_toonmap.sl:76:temt_c3=texture(Paint_Map,temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:80:temt_c3=texture(Paint_Map[channel3],temp_ss3,temp_tt3,"swidth",swidth3,"twidth",twidth3,"samples",samples3);
k3d/share/shaders/k3d_toonmap.sl:97:temt_c2=texture(Ink_Map,temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_toonmap.sl:101:temt_c2=texture(Ink_Map[channel2],temp_ss2,temp_tt2,"swidth",swidth2,"twidth",twidth2,"samples",samples2);
k3d/share/shaders/k3d_uberlight.sl:67: *       perfect ellipse.  In-between values control the roundness of
k3d/share/shaders/k3d_uberlight.sl:219: *   - the equations of two superellipses (with major/minor axes given by
k3d/share/shaders/k3d_uberlight.sl:224: *   - smoothly varying from 0 to 1 in between
k3d/share/shaders/k3d_uberlight.sl:338:/* Evaluate the occlusion between two points, P1 and P2, due to a fake
k3d/share/shaders/k3d_urbermap.sl:55:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:60:"twidth", abColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:80:"twidth", abDiffuseMapBlur );
k3d/share/shaders/k3d_urbermap.sl:92:"twidth", abSpecularMapBlur );
k3d/share/shaders/k3d_urbermap.sl:104:"twidth", abSpecularColorMapBlur );
k3d/share/shaders/k3d_urbermap.sl:116:"twidth", abRoughnessMapBlur );
k3d/share/shaders/k3d_urbermap.sl:130:"twidth", abTransparencyMapBlur );
k3d/share/shaders/k3d_urbermap.sl:136:"twidth", abTransparencyMapBlur ));
k3d/share/shaders/k3d_urbermap.sl:145:"twidth", abIncandescenseMapBlur );
k3d/share/shaders/k3d_urbermap.sl:158:"twidth", abBumpMapBlur );
k3d/share/shaders/k3d_urbermap.sl:194:"twidth", abReflectionMapBlur );
k3d/share/shaders/k3d_venus.sl:10: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus.sl:17: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus.sl:55:		  float offset = 1; float scale = 0.6; float twist = 0.22;
k3d/share/shaders/k3d_venus.sl:61:  point PP;			/* Point after rotation by coriolis twist */
k3d/share/shaders/k3d_venus.sl:62:  float rsq;			/* Used in calculation of twist */
k3d/share/shaders/k3d_venus.sl:71:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus.sl:74:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_venus2.sl:12: *   simulated to give the twisting of clouds that is typically seen
k3d/share/shaders/k3d_venus2.sl:19: *    twist - controls the twisting of the clouds due to Coriolis forces.
k3d/share/shaders/k3d_venus2.sl:56:       float twist = 0.22;
k3d/share/shaders/k3d_venus2.sl:63:  point PP;                 /* Point after rotation by coriolis twist */
k3d/share/shaders/k3d_venus2.sl:64:  float rsq;                /* Used in calculation of twist */
k3d/share/shaders/k3d_venus2.sl:73:  /* Calculate Coriolis twist, yielding point PP */
k3d/share/shaders/k3d_venus2.sl:76:  angle = twist * TWOPI * rsq;
k3d/share/shaders/k3d_volcube.sl:5:   StepSize            - distance between sample points.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:15: *   stripespacing              dist between sets of stripes, in s coordinates
k3d/share/shaders/k3d_warningstripes.sl:6:// This program is free software; you can redistribute it and/or
k3d/share/shaders/k3d_warningstripes.sl:8:// License as published by the Free Software Foundation; either
k3d/share/shaders/k3d_warningstripes.sl:17:// License along with this program; if not, write to the Free Software
k3d/share/shaders/k3d_wood2.sl:11: *   lightwood, darkwood - surface colors for the wood itself
k3d/share/shaders/k3d_wood2.sl:26:		  color lightwood = color(0.69, 0.44, 0.25);
k3d/share/shaders/k3d_wood2.sl:51:  Ct = mix(lightwood, darkwood, r * r2 * r2);
