k3d/share/shaders/k3d_craters.sl:32:    float ss, tt, angle, r, rim, uu, a, i, j, sc, asc, lev;
k3d/share/shaders/k3d_luna.sl:55:  float uu, ht, freq, scale;
k3d/share/shaders/k3d_luna.sl:106:      uu = 1 - pd / peak_rad;
k3d/share/shaders/k3d_luna.sl:107:/*      lighten = uu*uu; */
k3d/share/shaders/k3d_luna.sl:108:      ht = peak_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:116:      uu = (pd - inner_rad) / (rim_rad - inner_rad);
k3d/share/shaders/k3d_luna.sl:117:      lighten = .75 * uu;
k3d/share/shaders/k3d_luna.sl:118:      ht = rim_ht * smoothstep(0, 1, uu);
k3d/share/shaders/k3d_luna.sl:122:      uu = 1 - (pd - rim_rad) / (outer_rad - rim_rad);
k3d/share/shaders/k3d_luna.sl:123:      lighten = .75 * uu * uu;
k3d/share/shaders/k3d_luna.sl:124:      ht = rim_ht * smoothstep(0, 1, uu * uu);
k3d/share/shaders/k3d_luna.sl:133:  if(uu > 0)
k3d/share/shaders/k3d_luna.sl:148:	  PQ += 0.0025 * uu * ht * NN;
k3d/share/shaders/k3d_luna.sl:164:	    uu *= uu;
k3d/share/shaders/k3d_luna.sl:165:	  PQ += 0.0025 * (0.5 * uu + 0.5 * ht) * NN;
k3d/share/shaders/k3d_round.sl:12:	float	 uu,	/* distance in u to the nearest "vertical" edge */
k3d/share/shaders/k3d_round.sl:23:		uu = u;
k3d/share/shaders/k3d_round.sl:26:		uu = 1 - u;
k3d/share/shaders/k3d_round.sl:38:	lu = length(dPdu*uu);
