k3d/share/shaders/k3d_bubbles.sl:10:	float radius = 0.5;   /* values between -0.5 and 0.5          */
k3d/share/shaders/k3d_bubbly.sl:14: *  try negative values for Kd.
k3d/share/shaders/k3d_bubbly.sl:23: *	      Displacement bounds and this value should be equal.
k3d/share/shaders/k3d_celld.sl:19:	float voro_step = 0.05; /* desc {Step value size.  If the difference
k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_ceramictiles.sl:26: *      color variation (0 means don't vary in that way, larger values
k3d/share/shaders/k3d_clamptoalpha.sl:3: *    and with each component to greater than the alpha value of the
k3d/share/shaders/k3d_crayon.sl:21:		interpolation of values for density0 when t = 0, thus allowing a 
k3d/share/shaders/k3d_crayon.sl:75:	/*  use a spline to read across to the appropriate noise value - this equalisation
k3d/share/shaders/k3d_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:63:      value = abs(eye_weight * (offset + scale * a));
k3d/share/shaders/k3d_cyclone.sl:66:    value = 0;
k3d/share/shaders/k3d_cyclone.sl:69:  Oi = value * Os;
k3d/share/shaders/k3d_eyeball.sl:131:   * our modified values for roughness and Ks.
k3d/share/shaders/k3d_fractal.sl:47:          		/* get absolute value of signal*/

k3d/share/shaders/k3d_fresnelplastic.sl:34:      0: turns off fresnel and gives plastic look. Typical values
k3d/share/shaders/k3d_fur2.sl:89:    /* values from light */
k3d/share/shaders/k3d_gloop.sl:11: * freq - the frequency of the noise. Lower values
k3d/share/shaders/k3d_gloop.sl:45:  float  chu = (nz - nzou);/*change in noise value in u*/
k3d/share/shaders/k3d_granite.sl:14:	float i, freq = 1.0; /* Try other values for example, 7.0 */
k3d/share/shaders/k3d_hexatile_bump.sl:10:*	float Edge1	=.2 			---	Minvalue of Edge.
k3d/share/shaders/k3d_hexatile_bump.sl:11:*	float Edge2	=.5 			---	Maxvalue of Edge.
k3d/share/shaders/k3d_imagelayerclouds.sl:11:  float value;
k3d/share/shaders/k3d_imagelayerclouds.sl:19:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_imagelayerclouds.sl:20:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_imagelayerclouds.sl:21:  value = 0;
k3d/share/shaders/k3d_imagelayerclouds.sl:31:  value = a;
k3d/share/shaders/k3d_imagelayerclouds.sl:33:  Ct = mix(skycolor, cloudcolor, smoothstep(threshold, 1, value));
k3d/share/shaders/k3d_incandplastic.sl:8: * incandescence value like the blinn shader.

k3d/share/shaders/k3d_lunette.sl:56: *                a grid cell).  Increasing this value makes a finer, smaller
k3d/share/shaders/k3d_lunette.sl:58: *   noiseRandom - Randomization value for the noise.
k3d/share/shaders/k3d_lunette.sl:64: *                   the output.  A value of colorBenhance = 1 means that
k3d/share/shaders/k3d_lunette.sl:66: *                   Increasing this value puts more colorB in the output.
k3d/share/shaders/k3d_lunette.sl:91:	 * Calculate pulsegrid, which is a variable indicating the value of
k3d/share/shaders/k3d_lunette.sl:94:	 * pulsegrid varies smoothly between the two values to cope with
k3d/share/shaders/k3d_mysky.sl:59:  float value;

k3d/share/shaders/k3d_mysky.sl:66:  /* Use fractional Brownian motion to compute a value for this point */

k3d/share/shaders/k3d_mysky.sl:67:  /*  value = fBm (PP, omega, lambda, octaves); */

k3d/share/shaders/k3d_mysky.sl:68:  value = 0;

k3d/share/shaders/k3d_mysky.sl:74:  value = a;

k3d/share/shaders/k3d_mysky.sl:76:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));

k3d/share/shaders/k3d_oakplank.sl:90:  /* Calculate our "in-plank" value by multiplying two perpendicular
k3d/share/shaders/k3d_orennayar.sl:17: *   sigma - roughness (0 is lambertian, larger values are rougher)
k3d/share/shaders/k3d_parquet_plank.sl:92:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_plank2.sl:99:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_parquet_tile.sl:114:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_planetclouds.sl:35: *   3. The default values for the shader assume that the planet is
k3d/share/shaders/k3d_planetclouds.sl:105:  /* Modulate surface opacity by the cloud value */
k3d/share/shaders/k3d_plank.sl:78:   * Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_puffyclouds.sl:56:  float value;
k3d/share/shaders/k3d_puffyclouds.sl:63:  /* Use fractional Brownian motion to compute a value for this point */
k3d/share/shaders/k3d_puffyclouds.sl:64:/*  value = fBm (PP, omega, lambda, octaves); */
k3d/share/shaders/k3d_puffyclouds.sl:65:  value = 0;
k3d/share/shaders/k3d_puffyclouds.sl:71:  value = a;
k3d/share/shaders/k3d_puffyclouds.sl:73:  Ct = mix (skycolor, cloudcolor, smoothstep (threshold, 1, value));
k3d/share/shaders/k3d_redapple.sl:53:	                          /*  values give redder apples.   */
k3d/share/shaders/k3d_ridged_multifractal.sl:47:          		/* get absolute value of signal*/

k3d/share/shaders/k3d_rustymetal.sl:75:   * computation, then sharpen it by squaring its value.
k3d/share/shaders/k3d_rustymetal.sl:97:  /* Now blend the metal and rust colors depending on the computed value
k3d/share/shaders/k3d_saturnring.sl:15: *	The default values assume that the disk has a radius of one.  If it is
k3d/share/shaders/k3d_skin1.sl:19: * color value.
k3d/share/shaders/k3d_skin1.sl:21: * original sheencolor color value.
k3d/share/shaders/k3d_skin1.sl:101:   an asymmetry value g.  v1 and v2 should be normalized and g should 
k3d/share/shaders/k3d_skin1.sl:102:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin1.sl:103:   back-scattering and positive values correspond to more forward scattering.
k3d/share/shaders/k3d_skin1.sl:112:   directions wi and wo, surface normal n, asymmetry value g (see above),
k3d/share/shaders/k3d_skin2.sl:20:   an asymmetry value g.  v1 and v2 should be normalized and g should 
k3d/share/shaders/k3d_skin2.sl:21:   be in the range (-1, 1).  Negative values of g correspond to more
k3d/share/shaders/k3d_skin2.sl:22:   back-scattering and positive values correspond to more forward scattering.
k3d/share/shaders/k3d_skin2.sl:31:   directions wi and wo, surface normal n, asymmetry value g (see above),
k3d/share/shaders/k3d_slateroof.sl:18: 		a value between 0 and 1
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:27: 		the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroof.sl:28: 		different random patterning. A value > 20 works best
k3d/share/shaders/k3d_slateroofd.sl:14: 			a value between 0 and 1
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:19: 			the same sfreq, tfreq change the value of factor to ensure they have a 
k3d/share/shaders/k3d_slateroofd.sl:20: 			different random patterning. A value > 20 works best
k3d/share/shaders/k3d_spacecloud.sl:14: *   minAdjust -- amount that can be subtracted from value
k3d/share/shaders/k3d_spacecloud.sl:15: *   maxAdjust -- amount that can be added to the value
k3d/share/shaders/k3d_spacecloud.sl:58:  float value = 0;
k3d/share/shaders/k3d_spacecloud.sl:75:    value += abs(snoise (PP * f))/f;
k3d/share/shaders/k3d_spacecloud.sl:92:	Oi = value * smoothPulse2Fuzz (startPulse, endPulse, afuzz, afuzz, ss) * 
k3d/share/shaders/k3d_spaceshiphull1.sl:7:	float value = 0;
k3d/share/shaders/k3d_spaceshiphull1.sl:10:		value += snoise(Q * f) / f;
k3d/share/shaders/k3d_spaceshiphull1.sl:12:	return value;
k3d/share/shaders/k3d_superplank.sl:121:   * values used throughout the shader.
k3d/share/shaders/k3d_superplank.sl:182:  /* Figure out where the grooves are.  The value groovy is 0 where there
k3d/share/shaders/k3d_terran.sl:77:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terran2.sl:15: *   both be set to the same values.  Otherwise you get bumpy mountains
k3d/share/shaders/k3d_terran2.sl:38: *       The default values for the shader assume that the planet is
k3d/share/shaders/k3d_terran2.sl:133:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terranbump.sl:55:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_translucency.sl:17:* Tips & Tricks: The transTx and TransTx2 values can be used,
k3d/share/shaders/k3d_translucency.sl:18:*		 when a texture is present, as scale value for the texture.
k3d/share/shaders/k3d_uberlight.sl:45: *       smoothly clamped to this maximum value.
k3d/share/shaders/k3d_uberlight.sl:63: *       values (up to 1) will make the edge softer.
k3d/share/shaders/k3d_uberlight.sl:65: *       are.  If this value is 0, the cross-section will be a perfect
k3d/share/shaders/k3d_uberlight.sl:66: *       rectangle.  If the value is 1, the cross-section will be a
k3d/share/shaders/k3d_uberlight.sl:67: *       perfect ellipse.  In-between values control the roundness of
k3d/share/shaders/k3d_uberlight.sl:70: *       A value of 0 (the default) means no angle falloff.  A value
k3d/share/shaders/k3d_uberlight.sl:74: *       value to use.  In either case, you may use larger values to
k3d/share/shaders/k3d_uberlight.sl:88: *   noiseamp - amplitude of the noise.  A value of 0 (the default) 
k3d/share/shaders/k3d_uberlight.sl:89: *       means not to use noise.  Larger values increase the blotchiness
k3d/share/shaders/k3d_uberlight.sl:102: *       this value is "" (the default), no shadow map will be used.
k3d/share/shaders/k3d_uberlight.sl:221: * Return value:
k3d/share/shaders/k3d_uberlight.sl:273: * Return value:
k3d/share/shaders/k3d_venus.sl:16: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus.sl:23: *    The default values for the shader assume that the planet is
k3d/share/shaders/k3d_venus.sl:66:  float value;			/* Fractal sum is stored here */
k3d/share/shaders/k3d_venus.sl:92:  value = abs(offset + scale * a);
k3d/share/shaders/k3d_venus.sl:97:    Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_venus2.sl:18: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus2.sl:68:  float value;              /* Fractal sum is stored here */
k3d/share/shaders/k3d_venus2.sl:91:  value = abs (offset + scale * a);
k3d/share/shaders/k3d_venus2.sl:95:  Ci = Os * (value * Cs) * (Ka * ambient() +
k3d/share/shaders/k3d_waterdisplacement.sl:21:	/* STEP 2 - Calculate an appropriate value for the displacement */

