k3d/share/shaders/k3d_brick3.sl:24: * 	This shader is very similar to (and based upon) brick shaders
k3d/share/shaders/k3d_ceramictiles.sl:212:   * per-tile normal variation to break up reflections.
k3d/share/shaders/k3d_contacshadow.sl:16:    float samples = 10;         /* how many samples to take per Z lookup */  
k3d/share/shaders/k3d_contacshadow.sl:33:       needed to look up the point in the shadow map */  
k3d/share/shaders/k3d_corktile.sl:17: *	 thus a gap of .05 will mean that 2.5% of the tile around each edge will be taken up with
k3d/share/shaders/k3d_corktile.sl:21: * tileheight - the proportion of the bumpheight that is taken up with the rise of the tile from
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:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
k3d/share/shaders/k3d_crayon.sl:15:	micro - the size of the dots that make up a crayon stroke, relative to the size of
k3d/share/shaders/k3d_eyeball.sl:6: *   for use on a sphere.  The center of the pupil is at the "north pole",
k3d/share/shaders/k3d_eyeball.sl:7: *   i.e. where the t parameter is 1.  The colors of the pupil, iris, white
k3d/share/shaders/k3d_eyeball.sl:16: *   pupilcolor - color of the pupil (opening)
k3d/share/shaders/k3d_eyeball.sl:17: *   pupilsize - size of pupil (in "t" space)
k3d/share/shaders/k3d_eyeball.sl:18: *   irissize - size of iris (in "t" space), must be larger than pupilsize
k3d/share/shaders/k3d_eyeball.sl:32: *      Dec 1993 - "eye" modified by lg to clean up a bit.
k3d/share/shaders/k3d_eyeball.sl:53:	 color pupilcolor = 0;
k3d/share/shaders/k3d_eyeball.sl:54:	 float pupilsize = 0.05, irissize = 0.12;
k3d/share/shaders/k3d_eyeball.sl:68:  float irisstat, pupilstat;
k3d/share/shaders/k3d_eyeball.sl:79:   * pupilstat: 0 inside the pupil/iris boundary, 1 outside
k3d/share/shaders/k3d_eyeball.sl:84:  pupilstat = smoothstep (pupilsize, pupilsize+twidth, tt);
k3d/share/shaders/k3d_eyeball.sl:111:  if (irisstat < 0.9999 && pupilstat > 0.0001) {
k3d/share/shaders/k3d_eyeball.sl:124:  Ct = mix (pupilcolor, Ct, pupilstat);
k3d/share/shaders/k3d_eyeball.sl:126:  /* Make the eye a little glossier on the iris and pupil */
k3d/share/shaders/k3d_fakesky.sl:4: * Shader a la const that slaps a fixed blue color up on the top half of a

k3d/share/shaders/k3d_fakesky.sl:9:surface k3d_fakesky(vector up = (0,0,1); color skycolor = (.5, .6, 1.)) {

k3d/share/shaders/k3d_fakesky.sl:11:    Ci = Os * (.5 + .5 * max(0., (up . normalize(N)))) * 1.8 * skycolor;

k3d/share/shaders/k3d_flame.sl:29: * this file last updated 18 Apr 1994
k3d/share/shaders/k3d_fresnelplastic.sl:50:      lookup off of.} */
k3d/share/shaders/k3d_fresnelplastic.sl:52:   float flipS = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_fresnelplastic.sl:53:   float flipT = 0; /* cat ST type switch desc {Flip S on texture lookups.} */
k3d/share/shaders/k3d_gloop.sl:8: * the "stupid renderman tricks" section of the 1998
k3d/share/shaders/k3d_gloop.sl:9: * Renderman Users Group meeting at siggraph.
k3d/share/shaders/k3d_gmarbtile_polish.sl:77:  /* perturb the lookup */
k3d/share/shaders/k3d_gmarbtile_polish.sl:80:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_gouge.sl:3:/* Listing 16.32  Displacement shader for beating up a surface with a texture  */
k3d/share/shaders/k3d_graphic_lines.sl:14:        string up_highlight="z";
k3d/share/shaders/k3d_graphic_lines.sl:37:        string up_paint="y";
k3d/share/shaders/k3d_graphic_lines.sl:60:        string up_ink="x";
k3d/share/shaders/k3d_graphic_lines.sl:113:/** setup tt_highlight with chosen axis **/
k3d/share/shaders/k3d_graphic_lines.sl:114:	if (up_highlight == "z")
k3d/share/shaders/k3d_graphic_lines.sl:119:	else if (up_highlight == "y")
k3d/share/shaders/k3d_graphic_lines.sl:190:	if (up_paint == "z")
k3d/share/shaders/k3d_graphic_lines.sl:195:	else if (up_paint == "y")
k3d/share/shaders/k3d_graphic_lines.sl:262:	if (up_ink == "z")
k3d/share/shaders/k3d_graphic_lines.sl:267:	else if (up_ink == "y")
k3d/share/shaders/k3d_greenmarble.sl:52:  /* perturb the lookup */
k3d/share/shaders/k3d_greenmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_hdr_light.sl:66:		/*Use light ray direction as map lookup NB L points from surface to lightsource*/

k3d/share/shaders/k3d_hdr_light.sl:69:		/*Else bright red colour warns if light is not picking up texture*/

k3d/share/shaders/k3d_indirect.sl:20:#else /* PRMan - make a light that looks up from the ray server */
k3d/share/shaders/k3d_leather.sl:67:	 * are set up so that the poles of the apple (as "t"

k3d/share/shaders/k3d_leather.sl:164:	 * Here we set the surface normal to fix up the specular

k3d/share/shaders/k3d_luna.sl:6: *    have craters, so it isn't good for closeups.  But it's pretty good at about
k3d/share/shaders/k3d_luna.sl:22: * this file last updated 18 Apr 1994
k3d/share/shaders/k3d_lunette.sl:7: *   A grid pattern overlaid upon an fBm noise.  This shader is good for
k3d/share/shaders/k3d_mysky.sl:40: * this file last updated 18 Apr 1994

k3d/share/shaders/k3d_oak.sl:13: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_oakplank.sl:12: *   Pref - if supplied, gives the reference pose
k3d/share/shaders/k3d_orennayar.sl:29: *      model to the result.  It could easily be packaged up as a macro
k3d/share/shaders/k3d_outlet.sl:8: *   up close, but from across the room, it's a nice touch of detail.
k3d/share/shaders/k3d_puffyclouds.sl:38: * this file last updated 18 Apr 1994
k3d/share/shaders/k3d_redapple.sl:91:	 * are set up so that the poles of the apple (as "t"
k3d/share/shaders/k3d_redapple.sl:188:	 * Here we set the surface normal to fix up the specular
k3d/share/shaders/k3d_ruledpaper.sl:11: *   linestr - how strongly do the lines show up (0.0 to 1.0)
k3d/share/shaders/k3d_ruledpaper.sl:121:		// Find bounding boxes first to speed up calcs
k3d/share/shaders/k3d_skymetal.sl:6: *   didn't support vector the vector type.  
k3d/share/shaders/k3d_skymetal.sl:18:    point up = normalize (point "world" (0, 1, 0) - point "world"  (0, 0, 0)); 
k3d/share/shaders/k3d_skymetal.sl:35:	costheta = normalize (reflect (I, Nf)) . up;
k3d/share/shaders/k3d_slateroof.sl:8:	before it reaches the wall which supposedly supports it! The shader
k3d/share/shaders/k3d_slateroof.sl:40:	calculations in this shader. Renderdc, however, does not yet support
k3d/share/shaders/k3d_slateroof.sl:42:	duplicated here 
k3d/share/shaders/k3d_slideprojector.sl:5:			 point up = point(0, 1, 0); float coneangle = 45;
k3d/share/shaders/k3d_slideprojector.sl:10:  uniform vector X = Z ^ up;
k3d/share/shaders/k3d_smoke2.sl:36: * Eliminated duplicate local variable declarations
k3d/share/shaders/k3d_smoke2.sl:39: * Compute only one octave of noise when not lit (big speedup)
k3d/share/shaders/k3d_softboxes.sl:47:/* Superellipse soft clipping - straight out of "uberlight"		***/
k3d/share/shaders/k3d_softboxes.sl:50:/*   - the equations of two superellipses (with major/minor axes given	***/
k3d/share/shaders/k3d_softboxes.sl:60:float clipSuperellipse (
k3d/share/shaders/k3d_softboxes.sl:62:    uniform float a, b;       /* Inner superellipse */
k3d/share/shaders/k3d_softboxes.sl:63:    uniform float A, B;       /* Outer superellipse */
k3d/share/shaders/k3d_softboxes.sl:135:	contrib = 1 - clipSuperellipse (Pplane, iW, iH, oW,oH, boxRoundness);
k3d/share/shaders/k3d_spacecloud.sl:27: *  tal 3/2/97  -- Cleaned up code, removed many constants, added comments
k3d/share/shaders/k3d_strata.sl:32: * this file last updated 18 Apr 1994
k3d/share/shaders/k3d_superkagee.sl:39:surface k3d_superkagee(
k3d/share/shaders/k3d_superkagee.sl:72:"$Id: k3d_superkagee.sl,v 1.1 2004/05/19 18:15:20 tshead Exp $";
k3d/share/shaders/k3d_superplank.sl:2: * superplank.sl -- another surface shader for wood planks.
k3d/share/shaders/k3d_superplank.sl:52:surface k3d_superplank(		/* Parameters: */
k3d/share/shaders/k3d_superplank.sl:118:   * 1. Setup.
k3d/share/shaders/k3d_superplank.sl:143:   * Determine which row and plank we're on, and come up with an
k3d/share/shaders/k3d_superpplastic.sl:18:/* Modified to support filter type and aize, amount of image blur, nuber samples
k3d/share/shaders/k3d_superpplastic.sl:21:surface k3d_superpplastic(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_supertexmap.sl:2: * supertexmap.sl
k3d/share/shaders/k3d_supertexmap.sl:36:surface k3d_supertexmap(float Ka = 1, Kd = .5, Ks = .5, roughness = .1;
k3d/share/shaders/k3d_supertoon.sl:1:/* SuperToon.sl V1.1    Felipe Esquivel 

k3d/share/shaders/k3d_supertoon.sl:30:surface k3d_supertoon(float Kd = 1,

k3d/share/shaders/k3d_uberlight.sl:52: * is actually described by a superellipse with the following
k3d/share/shaders/k3d_uberlight.sl:63: *       values (up to 1) will make the edge softer.
k3d/share/shaders/k3d_uberlight.sl:64: *   roundness - controls how rounded the corners of the superellipse
k3d/share/shaders/k3d_uberlight.sl:79: *   slidename - if a filename is supplied, a texture lookup will be
k3d/share/shaders/k3d_uberlight.sl:105: *   shadowbias - the amount of shadow bias to add to the lookup.
k3d/share/shaders/k3d_uberlight.sl:117: * "Fake" shadows from a blocker object.  A blocker is a superellipse
k3d/share/shaders/k3d_uberlight.sl:120: * superellipse.  The blocker is defined to lie on the x-y plane of
k3d/share/shaders/k3d_uberlight.sl:127: *       superellipse shape.
k3d/share/shaders/k3d_uberlight.sl:155: *       correctly acting upon, this parameter.  The built-in functions
k3d/share/shaders/k3d_uberlight.sl:195: * renderer which does not support these new language features, just
k3d/share/shaders/k3d_uberlight.sl:216:/* Superellipse soft clipping
k3d/share/shaders/k3d_uberlight.sl:219: *   - the equations of two superellipses (with major/minor axes given by
k3d/share/shaders/k3d_uberlight.sl:226:float clipSuperellipse(point Q;	/* Test point on the x-y plane */
k3d/share/shaders/k3d_uberlight.sl:227:		       float a, b;	/* Inner superellipse */
k3d/share/shaders/k3d_uberlight.sl:228:		       float A, B;	/* Outer superellipse */
k3d/share/shaders/k3d_uberlight.sl:272: *     clipping, superellipse x-y shaping, and distance falloff.
k3d/share/shaders/k3d_uberlight.sl:284:		       float width, height;	/* xy superellipse */
k3d/share/shaders/k3d_uberlight.sl:322:  /* Clip to superellipse */
k3d/share/shaders/k3d_uberlight.sl:328:	1 - clipSuperellipse(PL / Pz - point(shearx, sheary, 0), width,
k3d/share/shaders/k3d_uberlight.sl:359:	clipSuperellipse(Pplane, blockerwidth, blockerheight,
k3d/share/shaders/k3d_veinedmarble.sl:55:  /* Now calculate the veining function for the lookup area */
k3d/share/shaders/k3d_watercolor.sl:11:	color upwelling = color(0, 0.2, 0.3);

k3d/share/shaders/k3d_watercolor.sl:45:	Ci = dist * ( reflectivity * sky + (1-reflectivity) * upwelling ) + (1-dist)* air;

k3d/share/shaders/k3d_windowlight.sl:12: *   up, in - vectors which define the orientation of the window
k3d/share/shaders/k3d_windowlight.sl:34:		      vector up = vector "shader"(0, 0, 1);
k3d/share/shaders/k3d_windowlight.sl:42:  uniform vector inv, right, upv;
k3d/share/shaders/k3d_windowlight.sl:50:  right = (up) ^ inv;
k3d/share/shaders/k3d_windowlight.sl:51:  upv = normalize(inv ^ right);
k3d/share/shaders/k3d_windowlight.sl:52:  right = upv ^ inv;
k3d/share/shaders/k3d_windowlight.sl:60:    offset = (PL - center).upv + paneheight * (vpanes / 2);
k3d/share/shaders/k3d_woodcut.sl:3:string up="y"; 
k3d/share/shaders/k3d_woodcut.sl:34:if (up == "z") { 
