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			</script><div class="MainContent"><table class="classHeaderTable" cellpadding="0" cellspacing="0"><tr><td class="classHeaderTableLabel">Package</td><td><a href="package-detail.html" onclick="javascript:loadClassListFrame('class-list.html')">flash.display</a></td></tr><tr><td class="classHeaderTableLabel">Class</td><td class="classSignature">public final  dynamic   class  ShaderData</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">ShaderData  <img src="../../images/inherit-arrow.gif" title="Inheritance" alt="Inheritance" class="inheritArrow"> <a href="../../Object.html">Object</a></td></tr></table><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p></p><p></p>
        A ShaderData object contains properties representing any parameters and 
  inputs for a shader kernel, as well as properties containing any metadata 
  specified for the shader.
        <p>These properties are added to the ShaderData object when it is created. The properties' 
  names match the names specified in the shader's source code. The data type of each 
  property varies according to what aspect of the shader the property represents. The 
  properties that represent shader parameters are ShaderParameter instances, the properties 
  that represent input images are ShaderInput instances, and the properties that represent 
  shader metadata are instances of the ActionScript class corresponding to their data type 
  (for example, a String instance for textual metadata and a uint for uint metadata).</p>
        
               <p>
          For example, consider this shader, which is defined with one input image (
          <code>src</code>
          ), 
  two parameters (
          <code>size</code>
          and
          <code>radius</code>
          ), and three metadata values 
  (
          <code>nameSpace</code>
          ,
          <code>version</code>
          , and
          <code>description</code>
          ):
        </p>
        
               <div class="listing"><pre>&lt;languageVersion : 1.0;&gt;
  
  kernel DoNothing
  &lt;
      namespace: "Adobe::Example";
      vendor: "Adobe examples";
      version: 1;
      description: "A shader that does nothing, but does it well.";
  &gt;
  {
      input image4 src;
  
      output pixel4 dst;
      
      parameter float2 size
      &lt;
          description: "The size of the image to which the kernel is applied";
          minValue: float2(0.0, 0.0);
          maxValue: float2(100.0, 100.0);
          defaultValue: float2(50.0, 50.0);
      &gt;;
      
      parameter float radius
      &lt;
          description: "The radius of the effect";
          minValue: 0.0;
          maxValue: 50.0;
          defaultValue: 25.0;
      &gt;;
  
      void evaluatePixel()
      {
          float2 one = (radius / radius) ∗ (size / size);
          dst = sampleNearest(src, outCoord());
      }
  }</pre></div>
        
               <p>
          If you create a Shader instance by loading the byte code for this shader, the ShaderData 
  instance in its
          <code>data</code>
          property contains these properties:
        </p>
        
               <table class="innertable" ><tr><th>Property</th><th>Data type</th><th>Value</th></tr><tr><td>name</td><td>String</td><td>"DoNothing"</td></tr><tr><td>nameSpace</td><td>String</td><td>"Adobe::Example"</td></tr><tr><td>version</td><td>String</td><td>"1"</td></tr><tr><td>description</td><td>String</td><td>"A shader that does nothing, but does it well."</td></tr><tr><td>src</td><td>ShaderInput</td><td>
                              <i>[A ShaderInput instance]</i>
                           </td></tr><tr><td>size</td><td>ShaderParameter</td><td>
                              <i>[A ShaderParameter instance, with properties for the parameter metadata]</i>
                           </td></tr><tr><td>radius</td><td>ShaderParameter</td><td>
                              <i>[A ShaderParameter instance, with properties for the parameter metadata]</i>
                           </td></tr></table>
        
               <p>
          Note that any input image or parameter that is defined in the shader source code 
  but not used in the shader's
          <code>evaluatePixel()</code>
          function is removed when the 
  shader is compiled to byte code. In that case, there is no corresponding ShaderInput 
  or ShaderParameter instance added as a property of the ShaderData instance.
        </p>
        
               <p>
          Generally, developer code does not create a ShaderData instance. 
  A ShaderData instance containing data, parameters, and inputs 
  for a shader is available as the Shader instance's
          <code>data</code>
          property.
        </p>
        
            <p></p><p><a href="#includeExamplesSummary">View the examples</a></p><p><span class="classHeaderTableLabel">See also</span></p><div class="seeAlso"><a href="Shader.html#data" target="">flash.display.Shader.data</a><br/><a href="ShaderInput.html" target="">flash.display.ShaderInput</a><br/><a href="ShaderParameter.html" target="">flash.display.ShaderParameter</a></div><br/><hr></div><a name="propertySummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Properties</div><div class="showHideLinks"><div id="hideInheritedProperty" class="hideInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(false,'Property');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Properties</a></div><div id="showInheritedProperty" class="showInheritedProperty"><a class="showHideLink" href="#propertySummary" onclick="javascript:setInheritedVisible(true,'Property');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Properties</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable hideInheritedProperty" id="summaryTableProperty"><tr><th>&nbsp;</th><th colspan="2">Property</th><th>Defined By</th></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><a href="../../Object.html#constructor" class="signatureLink">constructor</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">A reference to the class object or constructor function for a given object instance.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedProperty"><td class="summaryTablePaddingCol">&nbsp;</td><td 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href="#methodSummary" onclick="javascript:setInheritedVisible(true,'Method');"><img class="showHideLinkImage" src="../../images/collapsed.gif"> Show Inherited Public Methods</a></div></div><table cellspacing="0" cellpadding="3" class="summaryTable " id="summaryTableMethod"><tr><th>&nbsp;</th><th colspan="2">Method</th><th>Defined By</th></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="#ShaderData()" class="signatureLink">ShaderData</a>(byteCode:<a href="../../flash/utils/ByteArray.html">ByteArray</a>)</div><div class="summaryTableDescription">Creates a ShaderData instance.</div></td><td class="summaryTableOwnerCol">ShaderData</td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#hasOwnProperty()" class="signatureLink">hasOwnProperty</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an object has a specified property defined.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class="hideInheritedMethod"><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img src="../../images/inheritedSummary.gif" alt="Inherited" title="Inherited" class="inheritedSummaryImage"></td><td class="summaryTableSignatureCol"><div class="summarySignature"><a href="../../Object.html#isPrototypeOf()" class="signatureLink">isPrototypeOf</a>(theClass:<a href="../../Object.html">Object</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether an instance of the Object class is in the prototype chain of the object specified 
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                      showHideInherited();
                      --></script><div class="MainContent"><a name="constructorDetail"></a><div class="detailSectionHeader">Constructor Detail</div><a name="ShaderData()"></a><a name="ShaderData(flash.utils.ByteArray)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">ShaderData</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">Constructor</td></tr></table><div class="detailBody"><code>public function ShaderData(byteCode:<a href="../../flash/utils/ByteArray.html">ByteArray</a>)</code><p></p><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Language Version:&nbsp;</b></td><td>ActionScript 3.0</td></tr></table><table cellpadding="0" cellspacing="0" border="0"><tr><td style="white-space:nowrap" valign="top"><b>Runtime Versions:&nbsp;</b></td><td>Flash Player 10, AIR 1.5</td></tr></table><p></p><p>
          Creates a ShaderData instance. Generally, developer code does not call 
   the ShaderData constructor directly. A ShaderData instance containing 
   data, parameters, and inputs for a Shader instance is accessed using 
   its
          <code>data</code>
          property.
        </p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">byteCode</span>:<a href="../../flash/utils/ByteArray.html">ByteArray</a></code> &mdash; The shader's byte code.</td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="Shader.html#data" target="">flash.display.Shader.data</a></div></div><a name="includeExamplesSummary"></a><div class="detailSectionHeader">Examples<span class="usage"><a href="../../ExampleInstruct.html"> How to use examples </a></span></div><div class="exampleHeader">ShaderDataExample.1.as</div><br/><div class="detailBody">
        The following example loads a shader and enumerates the ShaderData instance 
 in its
        <code>data</code>
        property to display the input, parameters, and metadata properties of 
 the shader.
        <p>Note that this example assumes there's a shader bytecode file named "donothing.pbj" in the same 
 directory as the output directory for the application.</p>
        
        <div class="listing"><pre>//
// Source code for the shader:
//
&lt;languageVersion : 1.0;&gt;

kernel DoNothing
&lt;
    namespace: "Adobe::Example";
    vendor: "Adobe examples";
    version: 1;
    description: "A shader that does nothing, but does it well.";
&gt;
{
    input image4 src;
    
    output pixel4 dst;
    
    parameter float2 size
    &lt;
        description: "The size of the image to which the shader is applied";
        minValue: float2(0.0, 0.0);
        maxValue: float2(100.0, 100.0);
        defaultValue: float2(50.0, 50.0);
    &gt;;
    
    parameter float radius
    &lt;
        description: "The radius of the effect";
        minValue: float(0.0);
        maxValue: float(50.0);
        defaultValue: float(25.0);
    &gt;;

    void evaluatePixel()
    {
        float2 one = (radius / radius) * (size / size);
        dst = sampleNearest(src, outCoord());
    }
}

//
// ActionScript source code:
//
package {
    import flash.display.Shader;
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;

    public class ShaderDataExample extends Sprite {
        
        private var loader:URLLoader;
        
        public function ShaderDataExample() {
            loader = new URLLoader();
            loader.dataFormat = URLLoaderDataFormat.BINARY;
            loader.addEventListener(Event.COMPLETE, loadCompleteHandler);
            loader.load(new URLRequest("donothing.pbj"));
        }
        
        private function loadCompleteHandler(event:Event):void {
            var shader:Shader = new Shader();
            shader.byteCode = loader.data;
            
            for (var p:String in shader.data) {
                trace(p, ":", shader.data[p]);
                for (var d:String in shader.data[p]) {
                    trace("\t", d, ":", shader.data[p][d]);
                }
            }
        }
    }
}</pre></div>
      </div><br/><br/><hr><br/><p></p><center class="copyright"> &copy; 2004-2008 Adobe Systems Incorporated. All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  </center><div style="display:none">ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData 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ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData ShaderData </div><div style="display:none">flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData flash.display.ShaderData 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