k3d/share/shaders/k3d_antialiasedchecks.sl:50:  /* Get the place in the pattern where we're sampling */
k3d/share/shaders/k3d_antialiasedchecks.sl:59:      /* Gradually fade in the average color when we get close to the limit */
k3d/share/shaders/k3d_arealight.sl:24:  /* This is so if we use one of these lights in PRMan, it will
k3d/share/shaders/k3d_brick.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brick.sl:57:   * size by a bit -- it makes the transitions between brick and mortar
k3d/share/shaders/k3d_brick3.sl:9: *   The staggering isn't exact, however, and this variance is controlled
k3d/share/shaders/k3d_brickbump.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump3.sl:9: *   However, if you do use it with "brick", the parameters MUST match,
k3d/share/shaders/k3d_brickbump3.sl:21: *    groovedepth               The depth of the grooves between bricks.
k3d/share/shaders/k3d_brickbump3.sl:39:  (we have a wall in our lab like this).  
k3d/share/shaders/k3d_brushedmetal3.sl:30:        /* Must declare because extern L & Cl because we're in a function */
k3d/share/shaders/k3d_bubbles.sl:10:	float radius = 0.5;   /* values between -0.5 and 0.5          */
k3d/share/shaders/k3d_bubbly.sl:13: *  try lowering bubsize for pimples.
k3d/share/shaders/k3d_castucco.sl:30:  float fwidth;			/* Estimated change in P between image samples */
k3d/share/shaders/k3d_celld.sl:20:				   between f2 and f1 is less then this value
k3d/share/shaders/k3d_ceramictiles.sl:11: *   groovewidth, grooveheight - width of the spacing between tiles,
k3d/share/shaders/k3d_ceramictiles.sl:19: *   mottlefreq - frequency of the mottling between Cbase & Cmottle
k3d/share/shaders/k3d_ceramictiles.sl:31: *   Kdmortar - Kd for the mortar between tiles
k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
k3d/share/shaders/k3d_ceramictiles.sl:61: * and the width and height of the grooves between tiles (assuming that
k3d/share/shaders/k3d_ceramictiles.sl:62: * tile spacing is 1.0), figure out which (integer indexed) tile we are
k3d/share/shaders/k3d_ceramictiles.sl:63: * on and what coordinates (on [0,1]) within our individual tile we are
k3d/share/shaders/k3d_ceramictiles.sl:134: * "glossy" specular term.  We're actually blending between a purely
k3d/share/shaders/k3d_ceramictiles.sl:136: * depending on the variable intile.  When in the mortar area, we turn
k3d/share/shaders/k3d_ceramictiles.sl:200:   * Find out where in the pattern we are: which tile we're on, and
k3d/share/shaders/k3d_ceramictiles.sl:211:   * the grooves between tiles.  Also, add just a little bit of
k3d/share/shaders/k3d_ceramictiles.sl:224:   * Here's the exciting part -- calculate the color of the spot we're
k3d/share/shaders/k3d_ceramictiles.sl:235:   * Set the color of the mortar between tiles, make it look good by
k3d/share/shaders/k3d_checkerboard.sl:31:  // Calculate which tile we're in ...
k3d/share/shaders/k3d_contacshadow.sl:52:	/* the difference between the two distances is used to calculate the  
k3d/share/shaders/k3d_corktile.sl:16: * gap - the size of the gap or groove between tiles, measured as a proportion of the tile,
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:25: *   in height between the gap and the tile itself
k3d/share/shaders/k3d_corktile.sl:107:	/* Calculate color of gap between tiles */
k3d/share/shaders/k3d_craters.sl:19:   float octaves=9;      /* number of scales used - use lower numbers for cartoony effects */
k3d/share/shaders/k3d_craters.sl:20:   float lac=1.91341;    /* diameter spacing between successive octaves */
k3d/share/shaders/k3d_craters.sl:21:   float amp=1.91341;    /* amplitude reduction between successive octaves */
k3d/share/shaders/k3d_crayon.sl:19:		this should vary between 0 (no topcolor) to 1, .3 would give 30% topcolor;
k3d/share/shaders/k3d_cyclone.sl:15:  float radius, dist, angle, sine, cosine, eye_weight, value;
k3d/share/shaders/k3d_cyclone.sl:41:	  eye_weight = (.1 * max_radius - radius) * 10;	/* normalize */
k3d/share/shaders/k3d_cyclone.sl:43:	  eye_weight = pow(1 - eye_weight, 4);
k3d/share/shaders/k3d_cyclone.sl:46:	eye_weight = 1;
k3d/share/shaders/k3d_cyclone.sl:51:  if(eye_weight > 0)
k3d/share/shaders/k3d_cyclone.sl:63:      value = abs(eye_weight * (offset + scale * a));
k3d/share/shaders/k3d_dented.sl:9: *   power	   	controls the fractal dimension of the dents (1 looks
k3d/share/shaders/k3d_dented.sl:30:displacement k3d_dented( float Km = 1; float power = 3; float frequency = 1; float maxoctaves = 6; )
k3d/share/shaders/k3d_dented.sl:44:	P = P - (Km * pow(magnitude, power)) * normalize(N);
k3d/share/shaders/k3d_dturb.sl:27:  /* raise to power to create flat areas */
k3d/share/shaders/k3d_eyeball.sl:21: *   index - set between 0 and 1, lets you use this shader to generate
k3d/share/shaders/k3d_eyeball.sl:24: * ANTIALIASING: basic antialiasing of the boundaries between tissue types
k3d/share/shaders/k3d_eyeball.sl:77:  /* Figure out where we are in the eyeball.  Use the following variables:
k3d/share/shaders/k3d_eyeball.sl:80:   * bloody: how potentially bloody it is (fade as we get away from iris)
k3d/share/shaders/k3d_eyeball.sl:87:  /* If we're somewhere in the white part and it's potentially bloody,
k3d/share/shaders/k3d_eyeball.sl:108:  /* If we're somewhere in the iris, calculate the iris pattern, which is
k3d/share/shaders/k3d_eyeball.sl:120:  /* OK, now calculate a surface texture color (Ct) based on where we are
k3d/share/shaders/k3d_eyeball.sl:121:   * and what patterns we calculated.
k3d/share/shaders/k3d_fractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_fractal.sl:28:                             /*This should give you a power function to control

k3d/share/shaders/k3d_fractal.sl:32:          		weight = 1.0;

k3d/share/shaders/k3d_fractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_fractal.sl:43:          		weight = signal * threshold;

k3d/share/shaders/k3d_fractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

k3d/share/shaders/k3d_fractal.sl:56:          		/* weight the contribution*/

k3d/share/shaders/k3d_fractal.sl:57:          		signal *= weight;

k3d/share/shaders/k3d_fur2.sl:95:       surface, use the hair normal Otherwise, blend between the two
k3d/share/shaders/k3d_gloop.sl:11: * freq - the frequency of the noise. Lower values
k3d/share/shaders/k3d_glow.sl:19:      // Calculate final color and opacity - we set Oi near zero
k3d/share/shaders/k3d_gmarbtile_polish.sl:16: *   groovecolor - the color of the grooves between the tiles.
k3d/share/shaders/k3d_gmarbtile_polish.sl:74:   * Now we layer on the veins
k3d/share/shaders/k3d_greenmarble.sl:49:   * Now we layer on the veins
k3d/share/shaders/k3d_hextile.sl:18: *    mortarcolor - the color of the mortar (space between the tiles)
k3d/share/shaders/k3d_hextile.sl:24: *    Some rudimentary antialiasing is performed on the borders between
k3d/share/shaders/k3d_leather.sl:9: *without hes shader i wouldnt be able to do mine so send him flowers :)

k3d/share/shaders/k3d_leather.sl:11: *	re-autor istarion@3dvf.net    web site http://istarion.3dvf.net

k3d/share/shaders/k3d_leather.sl:153:	 * Combine what we have so far to set the surface

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

k3d/share/shaders/k3d_leather.sl:187:	 * Here, we raytrace for the slight mirrored reflections

k3d/share/shaders/k3d_luna.sl:182:  /* Recalc normal since we changed P a whole bunch. */
k3d/share/shaders/k3d_lunette.sl:28: *   The shader should antialias itself quite well, since it uses antialiased
k3d/share/shaders/k3d_lunette.sl:94:	 * pulsegrid varies smoothly between the two values to cope with
k3d/share/shaders/k3d_lunette.sl:107:	 * between colorA and colorB, created using noise and other mixing
k3d/share/shaders/k3d_lunette.sl:125:	 * return the mix between the base grid and the colorful noise
k3d/share/shaders/k3d_noisysmoke.sl:4:/* Here is where we define the GADD. */
k3d/share/shaders/k3d_noisysmoke.sl:94:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_null.sl:4: * Note: we include dummy Ka and Kd arguments to appease the radiosity
k3d/share/shaders/k3d_oak.sl:27: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oakplank.sl:16: *   groovewidth, grooveheight - width of the grooves between planks
k3d/share/shaders/k3d_oakplank.sl:17: *   Cgroove - color of the grooves between the planks
k3d/share/shaders/k3d_oakplank.sl:34: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oakplank.sl:72: * width and height of the grooves between tiles, figure out which
k3d/share/shaders/k3d_oakplank.sl:73: * (integer indexed) plank we are on and what coordinates within our
k3d/share/shaders/k3d_oakplank.sl:74: * individual plank we are shading.
k3d/share/shaders/k3d_oakplank.sl:82:  /* Find which s plank we're on and our s coordinate within it */
k3d/share/shaders/k3d_oakplank.sl:87:  /* Find which t plank we're on and our t coordinate within it */
k3d/share/shaders/k3d_oakplank.sl:128:   * Find out where in the pattern we are: which plank we're on, and
k3d/share/shaders/k3d_oakplank.sl:151:   * the grooves between planks. 
k3d/share/shaders/k3d_outline.sl:2: * it's the valdez algorithm. short and sweet.
k3d/share/shaders/k3d_parquet_plank.sl:17: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank.sl:19: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_plank2.sl:18: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_plank2.sl:20: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_parquet_tile.sl:19: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_parquet_tile.sl:21: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_plank.sl:15: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_plank.sl:17: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_redapple.sl:177:	 * Combine what we have so far to set the surface
k3d/share/shaders/k3d_redapple.sl:188:	 * Here we set the surface normal to fix up the specular
k3d/share/shaders/k3d_redapple.sl:210:	 * Here, we raytrace for the slight mirrored reflections
k3d/share/shaders/k3d_ridged_multifractal.sl:17:	float result, signal, weight, i, exponent;

k3d/share/shaders/k3d_ridged_multifractal.sl:28:                             /*This should give you a power function to control

k3d/share/shaders/k3d_ridged_multifractal.sl:32:          		weight = 1.0;

k3d/share/shaders/k3d_ridged_multifractal.sl:42:          		/* weigh successive contributions by previous signal */

k3d/share/shaders/k3d_ridged_multifractal.sl:43:          		weight = signal * threshold;

k3d/share/shaders/k3d_ridged_multifractal.sl:44:          		weight = clamp(weight,0,1)    ;    		

k3d/share/shaders/k3d_ridged_multifractal.sl:56:          		/* weight the contribution*/

k3d/share/shaders/k3d_ridged_multifractal.sl:57:          		signal *= weight;

k3d/share/shaders/k3d_roughmetal.sl:8: *   Ka, Kd, Ks - ambient, diffuse, specular weights
k3d/share/shaders/k3d_round.sl:45:	 *  moved. This center is on the center line of a cylinder, if we 
k3d/share/shaders/k3d_round.sl:47:	 *  sphere, if we are. We move `center' to the nearest inflection 
k3d/share/shaders/k3d_ruledpaper.sl:32: *   I don't know how many holes there were in paper when _YOU_ were a kid
k3d/share/shaders/k3d_ruledpaper.sl:55:	// Spacing between lines
k3d/share/shaders/k3d_ruledpaper.sl:105:	// If we're inside the borders/margins
k3d/share/shaders/k3d_ruledpaper.sl:107:	// Figure out where in the lining we are and draw accordingly
k3d/share/shaders/k3d_ruledpaper.sl:116:		// Figure out where we are on the paper so that we can get
k3d/share/shaders/k3d_rustymetal.sl:61:   * number of octaves by the estimated change in PP between adjacent
k3d/share/shaders/k3d_rustymetal.sl:81:  /* If we have any rust, calculate the color of the rust, taking into
k3d/share/shaders/k3d_rustymetal.sl:88:  /* If we have any metal, calculate the color of the metal, using the
k3d/share/shaders/k3d_screen_aa.sl:8: *   well, even with only one sample per pixel.
k3d/share/shaders/k3d_screen_aa.sl:48:  /* Figure out where in the pattern we are */
k3d/share/shaders/k3d_shifteddrtile.sl:63:	float mix_opacity; /* How much to mix between the surfaces */
k3d/share/shaders/k3d_shifteddrtile.sl:65:	float row, col;    /* used to determine which tile we are in */
k3d/share/shaders/k3d_shiftedmoontile.sl:60:	float mix_opacity;       /* How much to mix between the surfaces */
k3d/share/shaders/k3d_skin1.sl:73:  /* Must declare extern L & Cl because we're in a function */
k3d/share/shaders/k3d_skin1.sl:113:   scattering albedo (between 0 and 1 for physically-valid volumes),
k3d/share/shaders/k3d_skin2.sl:32:   scattering albedo (between 0 and 1 for physically-valid volumes),
k3d/share/shaders/k3d_skin2.sl:90:   reasonably well for Caucasian skin.
k3d/share/shaders/k3d_slateroof.sl:18: 		a value between 0 and 1
k3d/share/shaders/k3d_slateroof.sl:19: 	gap: the size of the gap between one tile and the next in the s direction,
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:40:	calculations in this shader. Renderdc, however, does not yet support
k3d/share/shaders/k3d_slateroof.sl:67:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroof.sl:70:   float add, 										/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroof.sl:85:	/* Work out which tile we are in, and the offset within that tile */
k3d/share/shaders/k3d_slateroof.sl:106:	/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:151:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:156:				/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:14: 			a value between 0 and 1
k3d/share/shaders/k3d_slateroofd.sl:15: 		gap: the size of the gap between one tile and the next in the s direction,
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:33:		point we are considering is actually in the zone of overlap with the
k3d/share/shaders/k3d_slateroofd.sl:34:		tile 'above' the current one. If it is we replace the displacement we are
k3d/share/shaders/k3d_slateroofd.sl:59:			s_offset, t_offset, 					/* Offsets withing the current tile, between 0, 1 */
k3d/share/shaders/k3d_slateroofd.sl:62:   float add,	 									/* Add, between 0 and 1, hold the amount the current tile overlaps the next */
k3d/share/shaders/k3d_slateroofd.sl:76:	/* Work out which tile we are in, and the offset within that tile */
k3d/share/shaders/k3d_slateroofd.sl:98:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:143:				/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:147:			/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_smoke.sl:12: *          toward the viewer.
k3d/share/shaders/k3d_smoke.sl:30:/* For point P (we are passed both the current and shader space
k3d/share/shaders/k3d_smoke.sl:102:  color Cv = 0, Ov = 0;		/* color & opacity of volume that we accumulate */
k3d/share/shaders/k3d_smoke2.sl:18: *   lightscale - multiplier for light scattered toward viewer in volume
k3d/share/shaders/k3d_smoke2.sl:50:/* Here is where we define the GADD. */
k3d/share/shaders/k3d_smoke2.sl:137:	  /* Now we adjust Cv/Ov to account for dC and dO */
k3d/share/shaders/k3d_softboxes.sl:55:/*   - smoothly varying from 0 to 1 in between				***/
k3d/share/shaders/k3d_softboxes.sl:122:    uniform float we = max(boxWEdge,-bw2);
k3d/share/shaders/k3d_softboxes.sl:124:    uniform float bW = bw2+we;
k3d/share/shaders/k3d_softboxes.sl:465:	    varying float shadowed;
k3d/share/shaders/k3d_softboxes.sl:467:	    shadowed = sbShadow(shadowname,Ps,shadowfilt,
k3d/share/shaders/k3d_softboxes.sl:469:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:472:	    shadowed = sbShadow(shadownameb,Ps,shadowfiltb,
k3d/share/shaders/k3d_softboxes.sl:474:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:477:	    shadowed = sbShadow(shadownamec,Ps,shadowfiltc,
k3d/share/shaders/k3d_softboxes.sl:479:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_softboxes.sl:482:	    shadowed = sbShadow(shadownamed,Ps,shadowfiltd,
k3d/share/shaders/k3d_softboxes.sl:484:	    fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_spaceshiphull1.sl:32:  // Figure out which row we're in  
k3d/share/shaders/k3d_srfdeformation.sl:73:    /* Calculate shading difference between P and Porig*/
k3d/share/shaders/k3d_stones.sl:25: * grungefreq, grunge_Pow, grunginess = freqeuncy, power and depth of grunge
k3d/share/shaders/k3d_stones.sl:57:/* varyEach takes a computed color, then tweaks each indexed item
k3d/share/shaders/k3d_stones.sl:119:   /*repeat tiles and find out in which tile we are at?*/
k3d/share/shaders/k3d_stucco.sl:9: *   power	   	controls the shape of the pimples
k3d/share/shaders/k3d_stucco.sl:17:displacement k3d_stucco(float Km = 0.05, power = 5, frequency = 10;)
k3d/share/shaders/k3d_stucco.sl:23:  magnitude = Km * pow(noise(PP * frequency), power);
k3d/share/shaders/k3d_superkagee.sl:74:    varying float shadowed;
k3d/share/shaders/k3d_superkagee.sl:77:        shadowed = clamp(shadowdensitya,0,1) * do_shadow6(shadownamea,P,
k3d/share/shaders/k3d_superkagee.sl:81:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:84:        shadowed = clamp(shadowdensityb,0,1) * do_shadow6(shadownameb,P,
k3d/share/shaders/k3d_superkagee.sl:88:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:91:        shadowed = clamp(shadowdensityc,0,1) * do_shadow6(shadownamec,P,
k3d/share/shaders/k3d_superkagee.sl:95:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superkagee.sl:98:        shadowed = clamp(shadowdensityd,0,1) * do_shadow6(shadownamed,P,
k3d/share/shaders/k3d_superkagee.sl:102:        fullShad = max(fullShad,shadowed);
k3d/share/shaders/k3d_superplank.sl:20: *   groovewidth - width of the grooves between the planks (in terms of s/t)
k3d/share/shaders/k3d_superplank.sl:22: *   groovecolor - the color of the "grooves" between the planks
k3d/share/shaders/k3d_superplank.sl:69:			float groovewidth = 0.001;	/* Width of the grooves between planks */
k3d/share/shaders/k3d_superplank.sl:143:   * Determine which row and plank we're on, and come up with an
k3d/share/shaders/k3d_superplank.sl:144:   * antialiased term for whether we're in or out of a groove.
k3d/share/shaders/k3d_superplank.sl:209:  /* Compute the filter width first, so we don't bother with more if
k3d/share/shaders/k3d_superplank.sl:291:   * Have some subtle interaction between grain and specularity.
k3d/share/shaders/k3d_supertoon.sl:11: * reason why no border detection is allowed. Now with specular.

k3d/share/shaders/k3d_terran.sl:3:           mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran.sl:40:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran.sl:48:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran.sl:50:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_terran.sl:72:      weight = abs(VLNoise(tp, 1.5));
k3d/share/shaders/k3d_terran.sl:73:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terran.sl:74:      for(i = 1; i < octaves && weight >= VERY_SMALL; i += 1)
k3d/share/shaders/k3d_terran.sl:77:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terran.sl:78:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran.sl:79:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terran.sl:80:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_terran2.sl:34: *               mottling that adds detail to lower latitude regions.
k3d/share/shaders/k3d_terran2.sl:103:  float l, o, a, i, weight;      /* Loop variables for fBm calc */
k3d/share/shaders/k3d_terran2.sl:111:   * First, figure out where we are in relation to the oceans/mountains.
k3d/share/shaders/k3d_terran2.sl:113:   *       expect these two shaders to work well together.
k3d/share/shaders/k3d_terran2.sl:129:      weight = abs (VLNoise (tp, 1.5));
k3d/share/shaders/k3d_terran2.sl:130:      bumpy = weight * snoise (tp);
k3d/share/shaders/k3d_terran2.sl:131:      for (i = 1;  i < octaves  &&  weight >= VERY_SMALL;  i += 1) {
k3d/share/shaders/k3d_terran2.sl:133:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terran2.sl:134:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terran2.sl:135:	  weight = clamp (abs(weight), 0, 1);
k3d/share/shaders/k3d_terran2.sl:136:	  bumpy += snoise(tp) * min (weight, spectral_exp);
k3d/share/shaders/k3d_terranbump.sl:25:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
k3d/share/shaders/k3d_terranbump.sl:50:      weight = abs(VLNoise(tp, 1.5));
k3d/share/shaders/k3d_terranbump.sl:51:      bumpy = weight * snoise(tp);
k3d/share/shaders/k3d_terranbump.sl:52:      for(i = 1; i < octaves && weight >= VERY_SMALL; i += 1)
k3d/share/shaders/k3d_terranbump.sl:55:	  /* get subsequent values, weighted by previous value */
k3d/share/shaders/k3d_terranbump.sl:56:	  weight *= o * (N_OFFSET + snoise(tp));
k3d/share/shaders/k3d_terranbump.sl:57:	  weight = clamp(abs(weight), 0, 1);
k3d/share/shaders/k3d_terranbump.sl:58:	  bumpy += snoise(tp) * min(weight, spectral_exp);
k3d/share/shaders/k3d_texblender.sl:170:    float MF=(comp(MC,0)+comp(MC,1)+comp(MC,2))/3; // when we want a float
k3d/share/shaders/k3d_uberlight.sl:61: *   wedge, hedge - the amount of width and height edge fuzz,
k3d/share/shaders/k3d_uberlight.sl:67: *       perfect ellipse.  In-between values control the roundness of
k3d/share/shaders/k3d_uberlight.sl:109: *   raytraceshadow - if nonzero, cast rays to see if we are in shadow.
k3d/share/shaders/k3d_uberlight.sl:114: *       were someplace else, but without changing the area
k3d/share/shaders/k3d_uberlight.sl:128: *   blockerwedge, blockerhedge - define the fuzzyness of the edges.
k3d/share/shaders/k3d_uberlight.sl:137: *       this shader, shadowed regions actually just change the color
k3d/share/shaders/k3d_uberlight.sl:140: *       to, say (.25,.25,.25), it will make the shadowed regions lose
k3d/share/shaders/k3d_uberlight.sl:145: *       __nonspecular flag so that the shadowed regions are lit only
k3d/share/shaders/k3d_uberlight.sl:157: *       and later, as well as BMRT 2.3.5 and later.  But if you write
k3d/share/shaders/k3d_uberlight.sl:224: *   - smoothly varying from 0 to 1 in between
k3d/share/shaders/k3d_uberlight.sl:285:		       float hedge, wedge, roundness;
k3d/share/shaders/k3d_uberlight.sl:329:			     height, width + wedge, height + hedge,
k3d/share/shaders/k3d_uberlight.sl:338:/* Evaluate the occlusion between two points, P1 and P2, due to a fake
k3d/share/shaders/k3d_uberlight.sl:345:			  float blockerwedge, blockerhedge;
k3d/share/shaders/k3d_uberlight.sl:360:			 blockerwidth + blockerwedge,
k3d/share/shaders/k3d_uberlight.sl:380:		     float width = 1, height = 1, wedge = .1, hedge = .1;
k3d/share/shaders/k3d_uberlight.sl:399:		     float blockerwedge = .1, blockerhedge =
k3d/share/shaders/k3d_uberlight.sl:412:   * the surface point we're shading, expressed in the local light
k3d/share/shaders/k3d_uberlight.sl:417:  /* If it's an area light, we want the point and normal of the light
k3d/share/shaders/k3d_uberlight.sl:424:  /* For PRMan, we've gotta do it the hard way */
k3d/share/shaders/k3d_uberlight.sl:432:						width + wedge + abs(shearx));
k3d/share/shaders/k3d_uberlight.sl:460:		       sheary, width, height, hedge, wedge, roundness,
k3d/share/shaders/k3d_uberlight.sl:466:	point Pslide = PL / point(width + wedge, height + hedge, 1);
k3d/share/shaders/k3d_uberlight.sl:473:    /* If the volume says we aren't being lit, skip the remaining tests */
k3d/share/shaders/k3d_uberlight.sl:497:	/* If we can, apply ray cast shadows.  Force a ray trace if
k3d/share/shaders/k3d_uberlight.sl:498:	 * we're in BMRT and the user wanted a shadow map.
k3d/share/shaders/k3d_uberlight.sl:515:				  blockerwidth, blockerheight, blockerwedge,
k3d/share/shaders/k3d_veinedmarble.sl:11: *   veinfreq - controls fhe lowest frequency of the color veins
k3d/share/shaders/k3d_veinedmarble.sl:13: *   warpfreq - lowest frequency of the turbulent warping in the marble
k3d/share/shaders/k3d_velvet.sl:20: * ANTIALIASING: should antialias itself fairly well
k3d/share/shaders/k3d_velvet.sl:25: * 	2001.02.01	westin@SpamSucks_graphics.cornell.edu
k3d/share/shaders/k3d_volcube.sl:5:   StepSize            - distance between sample points.
k3d/share/shaders/k3d_wallpaper_2stripe.sl:15: *   stripespacing              dist between sets of stripes, in s coordinates
k3d/share/shaders/k3d_wallpaper_2stripe.sl:18: * ANTIALIASING:  should analytically antialias itself quite well.
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;

