k3d/share/shaders/k3d_ceramictiles.sl:33: *   Kdtile - diffuse component weighting of the tile
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_fractal.sl:17:	float result, signal, weight, i, exponent;

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

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_oak.sl:27: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_oakplank.sl:34: *       grain are weighted.  0 turns one off, 1 makes full effect.
k3d/share/shaders/k3d_ridged_multifractal.sl:17:	float result, signal, weight, i, exponent;

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

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_terran.sl:40:  float l, o, a, i, weight;	/* Loop variables for fBm calc */
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:103:  float l, o, a, i, weight;      /* Loop variables for fBm calc */
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);
