k3d/share/shaders/k3d_brushedmetal3.sl:13: *   xroughness - the apparent roughness of the surface in xdir.
k3d/share/shaders/k3d_brushedmetal3.sl:19:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_brushedmetal3.sl:24:    vector X = xdir / xroughness;
k3d/share/shaders/k3d_brushedmetal3.sl:45:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_skin1.sl:28: * xroughness,yroughness = how rough is the specular highlight on x and Y?
k3d/share/shaders/k3d_skin1.sl:62:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_skin1.sl:67:    vector X = xdir / xroughness;
k3d/share/shaders/k3d_skin1.sl:88:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_skin1.sl:186:  float xroughness = .3,
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
