k3d/share/shaders/k3d_brushedmetal3.sl:14: *   yroughness - the roughness for the direction of the surface
k3d/share/shaders/k3d_brushedmetal3.sl:19:                         vector xdir;  float xroughness, yroughness;)
k3d/share/shaders/k3d_brushedmetal3.sl:25:    vector Y = (N ^ xdir) / yroughness;
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:68:    vector Y = (N ^ xdir) / yroughness;
k3d/share/shaders/k3d_skin1.sl:88:    return C / (4 * xroughness * yroughness);
k3d/share/shaders/k3d_skin1.sl:187:        yroughness = .5;
k3d/share/shaders/k3d_skin1.sl:273:  * outside the skin. Oilyness is controlled by the oily, xrougness and yroughness.
k3d/share/shaders/k3d_skin1.sl:283:  lc = LocIllumWardAnisotropic(Nf,Vf,anisoDir,xroughness,yroughness);
