k3d/share/shaders/k3d_causticlight.sl:14:	       float  noiseamp = 0, noisefreq = 1, noisepow = 1;
k3d/share/shaders/k3d_causticlight.sl:29:	    if (noiseamp != 0) {
k3d/share/shaders/k3d_causticlight.sl:31:		caustic *= noiseamp * pow (noise(PL*noisefreq), noisepow);
k3d/share/shaders/k3d_uberlight.sl:88: *   noiseamp - amplitude of the noise.  A value of 0 (the default) 
k3d/share/shaders/k3d_uberlight.sl:386:		     float noiseamp = 0, noisefreq = 4;
k3d/share/shaders/k3d_uberlight.sl:477:	if(noiseamp > 0)
k3d/share/shaders/k3d_uberlight.sl:481:	    n = smoothstep(0, 1, 0.5 + noiseamp * (n - 0.5));
