k3d/share/shaders/k3d_luna.sl:54:  point vv;
k3d/share/shaders/k3d_luna.sl:102:  vv = point(xcomp(PP) / radial_dist, 0, zcomp(PP) / radial_dist);
k3d/share/shaders/k3d_luna.sl:137:	  vv = 5 * PP + 3 * vv;
k3d/share/shaders/k3d_luna.sl:143:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:147:/*	  ht = wrinkled (vv, 2, .833, 4); */
k3d/share/shaders/k3d_luna.sl:152:	  vv = 6 * PP + 3 * vv;
k3d/share/shaders/k3d_luna.sl:158:	      ht += scale * snoise(freq * vv);
k3d/share/shaders/k3d_luna.sl:162:/*	  ht = wrinkled (vv, 2, .833, 4); */
k3d/share/shaders/k3d_round.sl:13:		 vv,	/* distance in v to the nearest "horizontal" edge */
k3d/share/shaders/k3d_round.sl:30:		vv = v;
k3d/share/shaders/k3d_round.sl:33:		vv = 1 - v;
k3d/share/shaders/k3d_round.sl:39:	lv = length(dPdv*vv);
