k3d/share/shaders/k3d_uberlight.sl:92: *   noiseoffset - spatial offset of the noise.  This can be animated,
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));
