k3d/share/shaders/k3d_bubbly.sl:41:  vector offset;
k3d/share/shaders/k3d_bubbly.sl:51:	offset = vector(a,b,c);
k3d/share/shaders/k3d_bubbly.sl:52:	surrcell = trucell+offset;
k3d/share/shaders/k3d_ceramictiles.sl:106:      float sedgeoffset =
k3d/share/shaders/k3d_ceramictiles.sl:109:      float tedgeoffset =
k3d/share/shaders/k3d_ceramictiles.sl:114:	(smoothpulse(.05, .15, .85, .95, stile + sedgeoffset) *
k3d/share/shaders/k3d_ceramictiles.sl:115:	 smoothpulse(.05, .15, .85, .95, ttile + tedgeoffset));
k3d/share/shaders/k3d_cloudplane.sl:28:    uniform float offset = 0.5;
k3d/share/shaders/k3d_cloudplane.sl:29:    uniform float xoffset = 13;
k3d/share/shaders/k3d_cloudplane.sl:30:    uniform float yoffset = 96;
k3d/share/shaders/k3d_cloudplane.sl:33:    x = xcomp(Psh) + xoffset;
k3d/share/shaders/k3d_cloudplane.sl:34:    y = ycomp(Psh) + yoffset;
k3d/share/shaders/k3d_cloudplane.sl:44:            (offset + cos(xfreq * (x + xphase)));
k3d/share/shaders/k3d_cloudplane.sl:46:            (offset + cos(yfreq * (y + yphase)));
k3d/share/shaders/k3d_corktile.sl:46:		/* 	the pattern is built up of the sum of two offset noise functions, perturbed slightly
k3d/share/shaders/k3d_cyclone.sl:11:		    float twist = 0.5; float scale = .7, offset = .5;
k3d/share/shaders/k3d_cyclone.sl:63:      value = abs(eye_weight * (offset + scale * a));
k3d/share/shaders/k3d_filament.sl:15:	float offset = mod((t*frequency + s + phase), 1.0);
k3d/share/shaders/k3d_filament.sl:18:	if (offset < width) {
k3d/share/shaders/k3d_fire.sl:24:  /* compress ss & offset both by factor of current frame */
k3d/share/shaders/k3d_flame.sl:9: *    chaosscale, chaosoffset, octaves - control the fBm
k3d/share/shaders/k3d_flame.sl:37:		  float chaosscale = 1; float chaosoffset = 0;
k3d/share/shaders/k3d_flame.sl:38:		  float octaves = 7; float flameoffset = 0.0;
k3d/share/shaders/k3d_flame.sl:56:  chaos = abs(chaosscale * chaos + chaosoffset);
k3d/share/shaders/k3d_flame.sl:57:  cmap = 0.85 * chaos + flameoffset + (flameamplitude * ycomp(PP));
k3d/share/shaders/k3d_fractal.sl:15:k3d_fractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_fractal.sl:26:          		signal = offset - signal;

k3d/share/shaders/k3d_fractal.sl:51:          		signal = offset - signal;

k3d/share/shaders/k3d_gmarbtile_polish.sl:46:  vector offset;
k3d/share/shaders/k3d_gmarbtile_polish.sl:64:  offset = vector(7 * whichs, 15 * whicht, 0 /*-23*floor(zcomp(PQ))*/ );
k3d/share/shaders/k3d_gmarbtile_polish.sl:65:  PP += offset;
k3d/share/shaders/k3d_hexatile_bump.sl:62:	float soffset = (spos - ss) * scale_ss;
k3d/share/shaders/k3d_hexatile_bump.sl:63:	float toffset = (tpos - tt) * scale_tt;
k3d/share/shaders/k3d_hexatile_bump.sl:64:	float dist = soffset*soffset + toffset*toffset;
k3d/share/shaders/k3d_planetclouds.sl:18: *    offset - controls the zero crossings (where the clouds disappear)
k3d/share/shaders/k3d_planetclouds.sl:69:			 float offset = 0;)
k3d/share/shaders/k3d_planetclouds.sl:97:  result += offset;
k3d/share/shaders/k3d_planetclouds.sl:103:  result /= (1 + offset);
k3d/share/shaders/k3d_projectionmap_plastic.sl:38:	float xoffset = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:39:	float yoffset = 0.0;
k3d/share/shaders/k3d_projectionmap_plastic.sl:49:			float x = xfreq * (xcomp(Pshad) - xoffset + 0.5);
k3d/share/shaders/k3d_projectionmap_plastic.sl:50:			float y = yfreq * (ycomp(Pshad) - yoffset + 0.5);
k3d/share/shaders/k3d_ridged_multifractal.sl:15:k3d_ridged_multifractal(float H = 0.8, lacunarity = 2.5, octaves = 7, offset = 0.9, sharpness = 4, threshold = 12, Kt = 0.1)

k3d/share/shaders/k3d_ridged_multifractal.sl:26:          		signal = offset - signal;

k3d/share/shaders/k3d_ridged_multifractal.sl:51:          		signal = offset - signal;

k3d/share/shaders/k3d_saturn.sl:45:	  float offset = 0;
k3d/share/shaders/k3d_scartissue.sl:15:	uniform float i, freq = 2.0, offset = 0;
k3d/share/shaders/k3d_scartissue.sl:25:		nz += abs(.5 - noise( (freq * Psh)+offset)) / freq;
k3d/share/shaders/k3d_scartissue.sl:27:		offset += 10;
k3d/share/shaders/k3d_slateroof.sl:63:                 offset = swidth / 2,		/* the amount by which alternate rows are offset */
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:71:			news_offset, 
k3d/share/shaders/k3d_slateroof.sl:74:			temp_s_offset, 
k3d/share/shaders/k3d_slateroof.sl:75:			temp_t_offset, newadd;			 
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:88:      scoord = scoord + offset; /* Displace alternate rows */
k3d/share/shaders/k3d_slateroof.sl:90:   s_offset = stile - floor(stile);
k3d/share/shaders/k3d_slateroof.sl:91:   t_offset = ttile - floor(ttile);
k3d/share/shaders/k3d_slateroof.sl:101:	 * start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroof.sl:106:	/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:115:	temp_t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroof.sl:116:	if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:117:   	dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:119:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:120:	if (s_offset > .5)
k3d/share/shaders/k3d_slateroof.sl:121:	   temp_s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroof.sl:123:		temp_s_offset = s_offset;
k3d/share/shaders/k3d_slateroof.sl:124:	if (temp_s_offset < gap * (1 + add))
k3d/share/shaders/k3d_slateroof.sl:125:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroof.sl:133:	 * storing the new tile in stile, ttile and new offset
k3d/share/shaders/k3d_slateroof.sl:134:	 * in s_offset, t_offset */
k3d/share/shaders/k3d_slateroof.sl:135:	if ((t_offset <= maxadd) && (ttile >= 1))
k3d/share/shaders/k3d_slateroof.sl:139:			/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slateroof.sl:141:				newscoord = scoord - offset;
k3d/share/shaders/k3d_slateroof.sl:143:				newscoord = scoord + offset;
k3d/share/shaders/k3d_slateroof.sl:145:			news_offset = newstile - floor(newstile);
k3d/share/shaders/k3d_slateroof.sl:151:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroof.sl:155:			if (t_offset <= newadd)
k3d/share/shaders/k3d_slateroof.sl:156:				/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_slateroof.sl:161:					t_offset = t_offset + 1;
k3d/share/shaders/k3d_slateroof.sl:162:					s_offset = news_offset;
k3d/share/shaders/k3d_slateroof.sl:168:	t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroof.sl:169:	if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:170:			dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:172:		    dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroof.sl:173:	if (s_offset > .5)
k3d/share/shaders/k3d_slateroof.sl:174:		s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroof.sl:175:	if (s_offset < gap / (1 + add))
k3d/share/shaders/k3d_slateroof.sl:176:		disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_slateroofd.sl:25:		tiles are regular, with every other row offset by half a tile width, as
k3d/share/shaders/k3d_slateroofd.sl:56:                 offset = swidth / 2;		/* the amount by which alternate rows are offset */
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:63:			news_offset, 
k3d/share/shaders/k3d_slateroofd.sl:66:			temp_s_offset, 
k3d/share/shaders/k3d_slateroofd.sl:67:			temp_t_offset, newadd;			 
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:79:      scoord = scoord + offset; /* Displace alternate rows */
k3d/share/shaders/k3d_slateroofd.sl:81:   s_offset = stile - floor(stile);
k3d/share/shaders/k3d_slateroofd.sl:82:   t_offset = ttile - floor(ttile);
k3d/share/shaders/k3d_slateroofd.sl:93:			start and end of an offset row, where the middle of the left side 
k3d/share/shaders/k3d_slateroofd.sl:98:			/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:106:	temp_t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroofd.sl:107:	/* the above adjusts t_offset so that it runs from 0 to 1 within the expanded tile */
k3d/share/shaders/k3d_slateroofd.sl:108:   if (1 - temp_t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:109:		dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - temp_t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:111:	   dispt = Km / 2 + smoothstep( 0, 1 - ramp /(1 + add), temp_t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:112:	if (s_offset > .5)
k3d/share/shaders/k3d_slateroofd.sl:113:	   temp_s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroofd.sl:115:		temp_s_offset = s_offset;
k3d/share/shaders/k3d_slateroofd.sl:116:	if (temp_s_offset < gap * (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:117:	   disps = smoothstep(0, gap * (1 + add), temp_s_offset) * Km;
k3d/share/shaders/k3d_slateroofd.sl:125:		storing the new tile in stile, ttile and new offset
k3d/share/shaders/k3d_slateroofd.sl:126:		in s_offset, t_offset */
k3d/share/shaders/k3d_slateroofd.sl:127:	if ((t_offset <= maxadd) && (ttile >= 1))
k3d/share/shaders/k3d_slateroofd.sl:131:				/* We are in an offset tile row adjust the scoord appropriately for
k3d/share/shaders/k3d_slateroofd.sl:133:				newscoord = scoord - offset;
k3d/share/shaders/k3d_slateroofd.sl:135:				newscoord = scoord + offset;
k3d/share/shaders/k3d_slateroofd.sl:137:			news_offset = newstile - floor(newstile);
k3d/share/shaders/k3d_slateroofd.sl:143:				/* An offset row, so we must deal with the half tiles */
k3d/share/shaders/k3d_slateroofd.sl:146:			if (t_offset <= newadd)
k3d/share/shaders/k3d_slateroofd.sl:147:			/* if t_offset <= newadd we are actually in the overlapping tile */
k3d/share/shaders/k3d_slateroofd.sl:152:					t_offset = t_offset + 1;
k3d/share/shaders/k3d_slateroofd.sl:153:					s_offset = news_offset;
k3d/share/shaders/k3d_slateroofd.sl:157:			t_offset = t_offset / (1 + add); 
k3d/share/shaders/k3d_slateroofd.sl:158:			if (1 - t_offset <= ramp / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:160:					dispt = Km / 2 + smoothstep(0, ramp / (1 + add), (1 - t_offset)) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:163:				dispt = Km / 2 +  smoothstep( 0, 1 - ramp, t_offset) * Km / 2;
k3d/share/shaders/k3d_slateroofd.sl:164:			if (s_offset > .5)
k3d/share/shaders/k3d_slateroofd.sl:165:				s_offset = 1 - s_offset;
k3d/share/shaders/k3d_slateroofd.sl:166:			if (s_offset < gap / (1 + add))
k3d/share/shaders/k3d_slateroofd.sl:167:				disps = Km * smoothstep(0, gap / (1 + add), s_offset);
k3d/share/shaders/k3d_strata.sl:12: *    offset - z offset for the pattern
k3d/share/shaders/k3d_strata.sl:38:		   float yscale = 2; float turbscale = 0.1; float offset = 0;
k3d/share/shaders/k3d_strata.sl:57:  cmap = yscale * ycomp(PP) + turbscale * turb - offset;
k3d/share/shaders/k3d_terran.sl:24:		   float offset = 0;
k3d/share/shaders/k3d_terran.sl:85:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran.sl:86:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran.sl:102:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terran2.sl:26: *    offset - elevation offset
k3d/share/shaders/k3d_terran2.sl:83:	  float offset = 0;
k3d/share/shaders/k3d_terran2.sl:141:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terran2.sl:142:  chaos = bumpy + offset;
k3d/share/shaders/k3d_terran2.sl:157:  /* fractally purturb color map offset using "chaos" */
k3d/share/shaders/k3d_terranbump.sl:20:			    float dist_scale = .2; float offset = 0;
k3d/share/shaders/k3d_terranbump.sl:63:  /* get the "height" of the bump, displacing by offset */
k3d/share/shaders/k3d_terranbump.sl:64:  chaos = bumpy + offset;
k3d/share/shaders/k3d_threads.sl:13:		offset		=  .0,
k3d/share/shaders/k3d_threads.sl:19:	magnitude = (sin( PI*2*(t*frequency + s + phase))+offset) * Km;
k3d/share/shaders/k3d_tooledsteel.sl:55:  vector offset, nzoff, out;
k3d/share/shaders/k3d_tooledsteel.sl:69:	offset = vector(a,b,c);
k3d/share/shaders/k3d_tooledsteel.sl:70:	surrcell = trucell+offset;
k3d/share/shaders/k3d_uberlight.sl:92: *   noiseoffset - spatial offset of the noise.  This can be animated,
k3d/share/shaders/k3d_uberlight.sl:112: *   shadowcheat - add this offset to the light source position.  This
k3d/share/shaders/k3d_uberlight.sl:387:		     vector noiseoffset = 0;
k3d/share/shaders/k3d_uberlight.sl:480:	    float n = noise(noisefreq * (PL + noiseoffset) * point(1, 1, 0));
k3d/share/shaders/k3d_veinedmarble.sl:46:  point offset;
k3d/share/shaders/k3d_venus.sl:16: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus.sl:55:		  float offset = 1; float scale = 0.6; float twist = 0.22;
k3d/share/shaders/k3d_venus.sl:92:  value = abs(offset + scale * a);
k3d/share/shaders/k3d_venus2.sl:18: *    offset, scale - control the linear scaling of the cloud value.
k3d/share/shaders/k3d_venus2.sl:54:       float offset = 1;
k3d/share/shaders/k3d_venus2.sl:91:  value = abs (offset + scale * a);
k3d/share/shaders/k3d_volcube.sl:8:   Epsilon             - offset for calculating gradient normal. 
k3d/share/shaders/k3d_volcube.sl:104:active_volume(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:106:    return (noise((Pos+30.445)*2)-.5+vol_offset)*vol_mult;
k3d/share/shaders/k3d_volcube.sl:114:get_density(point Pos; float vol_mult, vol_offset;)
k3d/share/shaders/k3d_volcube.sl:118:    float offset_active = .1;
k3d/share/shaders/k3d_volcube.sl:120:    activeVol = active_volume(Pos,vol_mult,vol_offset);
k3d/share/shaders/k3d_volcube.sl:129:normal calcGradeNorm(point Pos; float vol_mult, vol_offset, dens, epsilon;)
k3d/share/shaders/k3d_volcube.sl:133:				    zcomp(Pos)),vol_mult,vol_offset) - dens,
k3d/share/shaders/k3d_volcube.sl:135:				    ycomp(Pos) - epsilon, zcomp(Pos)),vol_mult,vol_offset) - dens,
k3d/share/shaders/k3d_volcube.sl:137:				    ycomp(Pos), zcomp(Pos) - epsilon),vol_mult,vol_offset) - dens);
k3d/share/shaders/k3d_water.sl:48:    vector uoffset, voffset; /* Offsets for blur */

k3d/share/shaders/k3d_water.sl:65:	    uoffset = blur * normalize (vector (zcomp(Rdir) - ycomp(Rdir),

k3d/share/shaders/k3d_water.sl:68:	    voffset = Rdir ^ uoffset;

k3d/share/shaders/k3d_water.sl:71:		    /* Add a random offset to the smooth reflection vector */

k3d/share/shaders/k3d_water.sl:73:			((i + float random())/samples - 0.5) * uoffset +

k3d/share/shaders/k3d_water.sl:74:			((j + float random())/samples - 0.5) * voffset;

k3d/share/shaders/k3d_windowlight.sl:44:  float offset, modulus, yfract, xfract;
k3d/share/shaders/k3d_windowlight.sl:60:    offset = (PL - center).upv + paneheight * (vpanes / 2);
k3d/share/shaders/k3d_windowlight.sl:61:    if(offset > 0 && (offset / paneheight) < vpanes)
k3d/share/shaders/k3d_windowlight.sl:63:	modulus = mod(offset, paneheight);
k3d/share/shaders/k3d_windowlight.sl:71:    offset = (PL - center).right + panewidth * (hpanes / 2);
k3d/share/shaders/k3d_windowlight.sl:72:    if(offset > 0 && (offset / panewidth) < hpanes)
k3d/share/shaders/k3d_windowlight.sl:74:	modulus = mod(offset, panewidth);
k3d/share/shaders/k3d_windywave.sl:7:  float offset;
k3d/share/shaders/k3d_windywave.sl:14:  offset = Km * (snoise(PP) + 0.5 * snoise(2 * PP));
k3d/share/shaders/k3d_windywave.sl:27:/*  P += wind * offset * normalize(N); */
k3d/share/shaders/k3d_windywave.sl:28:  N = calculatenormal(P + wind * offset * normalize(N));
