﻿<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<!-- saved from url=(0014)about:internet -->
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"><meta name="book" content="ActionScript&nbsp;3.0&nbsp;Language&nbsp;and&nbsp;Components&nbsp;Reference"><link rel="stylesheet" href="../../style.css" type="text/css" media="screen"><link rel="stylesheet" href="../../print.css" type="text/css" media="print"><link rel="stylesheet" href="../../override.css" type="text/css"><meta name="keywords" content="ShaderInput,flash.display.ShaderInput,ACTIONSCRIPT2,ACTIONSCRIPT3,ADD,ALPHA,ALPHA,ALWAYS,AUTO,BEST,BEVEL,BLUE,BOOL2,BOOL3,BOOL4,BOOL,BOTTOM,BOTTOM,BOTTOM,BOTTOM_LEFT,BOTTOM_LEFT,BOTTOM_RIGHT,BOTTOM_RIGHT,CURVE_TO,DARKEN,DEFAULT,DEFAULT_OFF,DEFAULT_ON,DIFFERENCE,ERASE,EVEN_ODD,EXACT_FIT,FAST,FLASH10,FLASH1,FLASH2,FLASH3,FLASH4,FLASH5,FLASH6,FLASH7,FLASH8,FLASH9,FLOAT2,FLOAT3,FLOAT4,FLOAT,FULL,FULL_SCREEN,FULL_SCREEN_INTERACTIVE,GREEN,HARDLIGHT,HIGH,HORIZONTAL,INT2,INT3,INT4,INT,INVERT,LAYER,LEFT,LEFT,LIGHTEN,LIGHTWEIGHT,LINEAR,LINEAR_RGB,LINE_TO,LOW,MATRIX2X2,MATRIX3X3,MATRIX4X4,MAXIMIZED,MEDIUM,MINIMIZED,MITER,MOVE_TO,MULTIPLY,NEGATIVE,NEVER,NONE,NONE,NONE,NONE,NONE,NONE,NON_ZERO,NORMAL,NORMAL,NORMAL,NORMAL,NORMAL,NO_BORDER,NO_OP,NO_SCALE,OFF,ON,OVERLAY,PAD,POSITIVE,RADIAL,RED,REFLECT,REPEAT,RGB,RIGHT,RIGHT,ROUND,ROUND,SCREEN,SHADER,SHOW_ALL,SQUARE,STANDARD,SUBTRACT,TOP,TOP,TOP,TOP_LEFT,TOP_LEFT,TOP_RIGHT,TOP_RIGHT,UNSUPPORTED,UTILITY,VERTICAL,WIDE_LINE_TO,WIDE_MOVE_TO,accessibilityProperties,actionScriptVersion,active,align,alpha,alpha,alphas,alwaysInFront,applicationDomain,bitmapData,bitmapData,blendMode,blendShader,bounds,bounds,buttonMode,byteCode,bytesLoaded,bytes,bytesTotal,cacheAsBitmap,caps,channels,checked,childAllowsParent,childSandboxBridge,closed,colorCorrection,colorCorrectionSupport,colorDepth,color,colors,commands,content,contentLoaderInfo,content,contentType,contextMenu,culling,currentFrameLabel,currentFrame,currentLabel,currentLabels,currentScene,data,data,data,displayState,displayState,doubleClickEnabled,downState,dropTarget,enabled,enabled,enabled,fill,filters,focalPointRatio,focusRect,focus,frameRate,frameRate,frame,framesLoaded,fullScreenHeight,fullScreenSourceRect,fullScreenWidth,graphics,graphics,height,height,height,height,height,height,height,hitArea,hitTestState,index,index,indices,input,interpolationMethod,isSeparator,items,joints,keyEquivalentModifiers,keyEquivalent,label,labels,loaderInfo,loader,loaderURL,mainScreen,mask,matrix,matrix,matrix,maxSize,maximizable,maximizable,menu,menu,minSize,minimizable,minimizable,miterLimit,mnemonicIndex,mouseChildren,mouseChildren,mouseEnabled,mouseX,mouseY,name,name,name,name,nativeWindow,numChildren,numChildren,numFrames,numItems,opaqueBackground,overState,parameters,parentAllowsChild,parent,parentSandboxBridge,parent,pixelHinting,pixelSnapping,precisionHint,progress,quality,ratios,rect,repeat,resizable,resizable,root,rotation,rotationX,rotationY,rotationZ,sameDomain,scale9Grid,scaleMode,scaleMode,scaleX,scaleY,scaleZ,scenes,screens,scrollRect,shader,shader,sharedEvents,showDefaultContextMenu,smooth,smoothing,soundTransform,soundTransform,spreadMethod,stageFocusRect,stageHeight,stage,stage,stageWidth,submenu,supportsMenu,supportsNotification,supportsTransparency,swfVersion,systemChrome,systemChrome,systemMaxSize,systemMinSize,tabChildren,tabChildren,tabEnabled,tabIndex,target,textSnapshot,textSnapshot,thickness,title,totalFrames,trackAsMenu,trackAsMenu,transform,transparent,transparent,transparent,type,type,type,type,upState,url,useHandCursor,useHandCursor,uvtData,value,vertices,visibleBounds,visible,visible,width,width,width,width,width,width,width,winding,x,x,y,y,z"><title>flash.display.ShaderInput (ActionScript 3.0)</title></head><body><script language="javascript" type="text/javascript" src="../../asdoc.js"></script><script language="javascript" type="text/javascript" src="../../help.js"></script><script language="javascript" type="text/javascript" src="../../cookies.js"></script><script language="javascript" type="text/javascript">  
            <!--  
			    
				asdocTitle = 'ShaderInput - ActionScript 3.0 Language and Components Reference';

				var baseRef = '../../';

				window.onload = configPage;
			      
			    -->  
            </script>
<script language="javascript" type="text/javascript"><!--
function submitValue(){
var searchStr=document.getElementById('search-livedocs').value;
window.location="../../search.html"+"###"+searchStr;
}
--></script><script type="text/javascript">
		scrollToNameAnchor();
	</script><table class="titleTable" cellpadding="0" cellspacing="0" id="titleTable" style="display:none"><tr><td class="titleTableTitle" align="left">ActionScript 3.0 Language and Components Reference</td><td class="titleTableSearch" align="center"><form class="searchForm" method="get" action="../../search.html" onsubmit="submitValue();"><input class="hidden" name="loc" value="" type="hidden"><input class="hidden" name="termPrefix" value="" type="hidden"><input class="hidden" name="term" value="" type="hidden"><input class="hidden" name="area" value="" type="hidden"><input id="search-livedocs" name="search_text" value="" title="" type="text"> <input type="button" name="action" value="Search" onclick="submitValue()"></form></td><td class="titleTableTopNav" align="right"><a href="../../../../Flash/10.0_Welcome/index.html">Home</a>&nbsp;|&nbsp;<a href="../../package-summary.html" onclick="loadClassListFrame('../../all-classes.html')">All Packages</a>&nbsp;|&nbsp;<a href="../../class-summary.html" onclick="loadClassListFrame('../../all-classes.html')">All Classes</a>&nbsp;|&nbsp;<a href="../../language-elements.html">Language Elements</a>&nbsp;| <a href="../../all-index-Symbols.html" onclick="loadClassListFrame('../../index-list.html')">Index</a>&nbsp;|&nbsp;<a href="../../appendixes.html">Appendixes</a>&nbsp;|&nbsp;<a href="../../conventions.html">Conventions</a>&nbsp;|&nbsp;<a id="framesLink1" href="../../index.html?flash/display/ShaderInput.html&amp;flash/display/class-list.html">Frames</a><a id="noFramesLink1" style="display:none" href="" onclick="parent.location=document.location"> No Frames </a></td><td class="titleTableLogo" align="right" rowspan="3"><img src="../../images/logo.jpg" class="logoImage" alt=" Adobe Logo " title=" Adobe Logo "></td></tr><tr class="titleTableRow2"><td class="titleTableSubTitle" id="subTitle" align="left">ShaderInput</td><td class="titleTableSubNav" id="subNav" align="right" colspan="2"><a href="#propertySummary">Properties</a>&nbsp;| <a href="#methodSummary">Methods</a>&nbsp;| <a href="#eventSummary">Events</a>&nbsp;| <a href="#styleSummary">Styles</a>&nbsp;| <a href="#effectSummary">Effects</a>&nbsp;| <a href="#constantSummary">Constants</a>&nbsp;| <a href="#includeExamplesSummary">Examples</a></td></tr><tr class="titleTableRow3"><td colspan="3">&nbsp;</td></tr></table><script language="javascript" type="text/javascript" xml:space="preserve">
                
                    
                

				<!--

				
				    
				

					if (!isEclipse() || window.name != ECLIPSE_FRAME_NAME) {titleBar_setSubTitle("ShaderInput"); titleBar_setSubNav(false,true,false	,false,false,false,true,false,false	,false,false,false,false,false);}

				    
				        
				    
				-->
                
                    
                
			</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  ShaderInput</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">ShaderInput  <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 ShaderInput instance represents a single input image for
  a shader kernel. A kernel can be defined to accept zero, one, or more 
  source images that are used in the kernel execution. A ShaderInput 
  instance provides a mechanism for specifying the input image 
  that is used when the shader executes. To specify a value for the input,
  create a BitmapData, ByteArray, or Vector.&lt;Number> instance containing the image data 
  and assign it to the
        <code>input</code>
        property.
        <p>
          The ShaderInput instance representing a Shader instance's input image 
  is accessed as a property of the Shader instance's
          <code>data</code>
          property. The ShaderInput property has the same name 
  as the input's name in the shader code. 
  For example, if a shader defines an input named
          <code>src</code>
          , 
  the ShaderInput instance representing the
          <code>src</code>
          input 
  is available as the
          <code>src</code>
          property, as this example shows:
        </p>
        
               <div class="listing"><pre>myShader.data.src.image = new BitmapData(50, 50, true, 0xFF990000);</pre></div>
        
               <p>For some uses of a Shader instance, you do not 
  need to specify an input image, because it is automatically specified by the 
  operation. You only need to specify an input when a Shader is used for the following:</p>
        
               <ul>
                  <li>Shader fill</li>
                  <li>ShaderFilter, only for the second or additional inputs 
        if the shader is defined to use more than one input. (The object to which the 
        filter is applied is automatically used as the first input.)</li>
                  <li>Shader blend mode, only for the third or additional inputs if the shader is 
        defined to use more than two inputs. (The objects being blended 
        are automatically used as the first and second inputs.)</li>
                  <li>ShaderJob background execution</li>
               </ul>
        
               <p>
          If the shader is being executed using a ShaderJob instance to process a 
  ByteArray containing a linear array of data, set the ShaderInput instance's
          <code>height</code>
          to 1 and
          <code>width</code>
          to the number of 32-bit floating 
  point values in the ByteArray. In that case, the input in the shader must be defined with 
  the
          <code>image1</code>
          data type.
        </p>
        
               <p>Generally, developer code does not create a ShaderInput instance 
  directly. A ShaderInput instance is created for each of a shader's inputs 
  when the Shader instance is created.</p>
        
            <p></p><p><span class="classHeaderTableLabel">See also</span></p><div class="seeAlso"><a href="ShaderData.html" target="">flash.display.ShaderData</a><br/><a href="Shader.html#data" target="">flash.display.Shader.data</a><br/><a href="ShaderJob.html" target="">flash.display.ShaderJob</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 " id="summaryTableProperty"><tr><th>&nbsp;</th><th colspan="2">Property</th><th>Defined By</th></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#channels" class="signatureLink">channels</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">[read-only] The number of channels that a shader input expects.</div></td><td class="summaryTableOwnerCol">ShaderInput</td></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=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#height" class="signatureLink">height</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The height of the shader input.</div></td><td class="summaryTableOwnerCol">ShaderInput</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#index" class="signatureLink">index</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">[read-only] The zero-based index of the input in the shader, indicating the order 
   of the input definitions in the shader.</div></td><td class="summaryTableOwnerCol">ShaderInput</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#input" class="signatureLink">input</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">The input data that is used when the shader executes.</div></td><td class="summaryTableOwnerCol">ShaderInput</td></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#prototype" class="signatureLink">prototype</a> : <a href="../../Object.html">Object</a><div class="summaryTableDescription">[static] A reference to the prototype object of a class or function object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#width" class="signatureLink">width</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The width of the shader input.</div></td><td class="summaryTableOwnerCol">ShaderInput</td></tr></table></div><a name="methodSummary"></a><div class="summarySection"><div class="summaryTableTitle">Public Methods </div><div class="showHideLinks"><div id="hideInheritedMethod" class="hideInheritedMethod"><a class="showHideLink" href="#methodSummary" onclick="javascript:setInheritedVisible(false,'Method');"><img class="showHideLinkImage" src="../../images/expanded.gif"> Hide Inherited Public Methods</a></div><div id="showInheritedMethod" class="showInheritedMethod"><a class="showHideLink" 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="#ShaderInput()" class="signatureLink">ShaderInput</a>()</div><div class="summaryTableDescription">Creates a ShaderInput instance.</div></td><td class="summaryTableOwnerCol">ShaderInput</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 
  as the parameter.</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#propertyIsEnumerable()" class="signatureLink">propertyIsEnumerable</a>(name:<a href="../../String.html">String</a>):<a href="../../Boolean.html">Boolean</a></div><div class="summaryTableDescription">Indicates whether the specified property exists and is enumerable.</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#setPropertyIsEnumerable()" class="signatureLink">setPropertyIsEnumerable</a>(name:<a href="../../String.html">String</a>, isEnum:<a href="../../Boolean.html">Boolean</a> = true):<a href="../../specialTypes.html#void">void</a></div><div class="summaryTableDescription">Sets the availability of a dynamic property for loop operations.</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#toString()" class="signatureLink">toString</a>():<a href="../../String.html">String</a></div><div class="summaryTableDescription">Returns the string representation of the specified object.</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#valueOf()" class="signatureLink">valueOf</a>():<a href="../../Object.html">Object</a></div><div class="summaryTableDescription">Returns the primitive value of the specified object.</div></td><td class="summaryTableOwnerCol"><a href="../../Object.html">Object</a></td></tr></table></div><script language="javascript" type="text/javascript"><!--
                      showHideInherited();
                      --></script><div class="MainContent"><div class="detailSectionHeader">Property Detail</div><a name="propertyDetail"></a><a name="channels"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">channels</td><td class="detailHeaderType">property</td></tr></table><div class="detailBody"><code>channels:<a href="../../int.html">int</a></code>&nbsp;&nbsp;[read-only] <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>The number of channels that a shader input expects. This property must be 
   accounted for when the input data is a ByteArray or 
   Vector.&lt;Number> instance.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get channels():<a href="../../int.html">int</a></code><br/></div><a name="propertyDetail"></a><a name="height"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">height</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>height:<a href="../../int.html">int</a></code>&nbsp;&nbsp;[read-write] <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>The height of the shader input. This property is only used when the input data 
   is a ByteArray or Vector.&lt;Number> instance. When the input is a BitmapData 
   instance the height is automatically determined.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get height():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set height(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="index"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">index</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>index:<a href="../../int.html">int</a></code>&nbsp;&nbsp;[read-only] <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>The zero-based index of the input in the shader, indicating the order 
   of the input definitions in the shader.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get index():<a href="../../int.html">int</a></code><br/></div><a name="propertyDetail"></a><a name="input"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">input</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>input:<a href="../../Object.html">Object</a></code>&nbsp;&nbsp;[read-write] <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>
          The input data that is used when the shader executes. This property can be  
   a BitmapData instance, a ByteArray instance, or a Vector.&lt;Number> instance.
          <p>
            If a ByteArray value is assigned to the
            <code>input</code>
            property, the following 
   conditions must be met:
          </p>
          
          <ul><li>
              The
              <code>height</code>
              and
              <code>width</code>
              properties must be set.
            </li><li>
              The byte array's contents must only consist of 32-bit floating-point values. 
         These values can be written using the
              <code>ByteArray.writeFloat()</code>
              method.
            </li><li>
              The total length in bytes of the ByteArray must be exactly
              <code>width</code>
              times
              <code>height</code>
              times
              <code>channels</code>
              times 4.
            </li><li>
              The byte array's
              <code>endian</code>
              property must be
              <code>Endian.LITTLE_ENDIAN</code>
              .
            </li></ul>
          
          <p>
            If a Vector.&lt;Number> instance is assigned to the
            <code>input</code>
            property, the
   length of the Vector must be equal to
            <code>width</code>
            times
            <code>height</code>
            times
            <code>channels</code>
            .
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get input():<a href="../../Object.html">Object</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set input(value:<a href="../../Object.html">Object</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="width"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">width</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>width:<a href="../../int.html">int</a></code>&nbsp;&nbsp;[read-write] <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>The width of the shader input. This property is only used when the input data 
   is a ByteArray or Vector.&lt;Number> instance. When the input is a BitmapData 
   instance the width is automatically determined.</p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get width():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set width(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="constructorDetail"></a><div class="detailSectionHeader">Constructor Detail</div><a name="ShaderInput()"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">ShaderInput</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">Constructor</td></tr></table><div class="detailBody"><code>public function ShaderInput()</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 ShaderInput instance. Developer code does 
   not call the ShaderInput constructor 
   directly. A ShaderInput instance is created for each of a shader's inputs 
   when the Shader instance is created.</p></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">ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput ShaderInput </div><div style="display:none">flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput flash.display.ShaderInput </div></div></body></html><!-- &copy; 2004-2008 Adobe Systems Incorporated. All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  -->
