k3d/share/shaders/k3d_noisysmoke.sl:6:         if (use_lighting > 0) {                                            \
k3d/share/shaders/k3d_noisysmoke.sl:33:		      float use_lighting = 1; float use_noise = 1;
k3d/share/shaders/k3d_smoke2.sl:14: *   use_lighting - if nonzero, light visibility along the ray will be taken
k3d/share/shaders/k3d_smoke2.sl:52:         if (use_lighting > 0) {                                            \
k3d/share/shaders/k3d_smoke2.sl:81:	    float use_lighting = 1;
