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<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="ShaderFilter,flash.filters.ShaderFilter,CLAMP,COLOR,FULL,HIGH,IGNORE,INNER,LOW,MEDIUM,OUTER,WRAP,alpha,alpha,alpha,alpha,alphas,alphas,angle,angle,angle,angle,bias,blurX,blurX,blurX,blurX,blurX,blurX,blurY,blurY,blurY,blurY,blurY,blurY,bottomExtension,clamp,color,color,color,color,colors,colors,componentX,componentY,distance,distance,distance,distance,divisor,hideObject,highlightAlpha,highlightColor,inner,inner,knockout,knockout,knockout,knockout,knockout,leftExtension,mapBitmap,mapPoint,matrix,matrix,matrixX,matrixY,mode,preserveAlpha,quality,quality,quality,quality,quality,quality,ratios,ratios,rightExtension,scaleX,scaleY,shader,shadowAlpha,shadowColor,strength,strength,strength,strength,strength,topExtension,type,type,type"><title>flash.filters.ShaderFilter (ActionScript 3.0)</title><script src="../../AC_OETags.js" type="text/javascript"></script></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">  
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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.filters</a></td></tr><tr><td class="classHeaderTableLabel">Class</td><td class="classSignature">public  class  ShaderFilter</td></tr><tr><td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">ShaderFilter  <img src="../../images/inherit-arrow.gif" title="Inheritance" alt="Inheritance" class="inheritArrow"> <a href="../../flash/filters/BitmapFilter.html">BitmapFilter</a> <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>
        The ShaderFilter class applies a filter by executing a shader on the object 
  being filtered. The filtered object is used as an input to the shader, and the 
  shader output becomes the filter result.
        <p>
          To create a new filter, use the constructor
          <code>new ShaderFilter()</code>
          . The 
  use of filters depends on the object to which you apply the filter:
        </p>
        
               <ul>
                  <li>
            To apply filters to movie clips, text fields, buttons, and video, use the
            <code>filters</code>
            property (inherited from DisplayObject). Setting the
            <code>filters</code>
            property of an object does not modify the object, and you 
        can remove the filter by clearing the
            <code>filters</code>
            property.
          </li>
                  <li>
            To apply filters to BitmapData objects, use the
            <code>BitmapData.applyFilter()</code>
            method. Calling
            <code>applyFilter()</code>
            on a BitmapData object takes the source
        BitmapData object and the filter object and generates a filtered image as a 
        result.
          </li>
               </ul>
        
               <p>
          If you apply a filter to a display object, the value of the
          <code>cacheAsBitmap</code>
          property of the object is set to true. If you remove all filters, the original value of
          <code>cacheAsBitmap</code>
          is restored.
        </p>
        
               <p>
          This filter supports stage scaling. However, it does not support general scaling, 
  rotation, and skewing. If the object itself is scaled (if the
          <code>scaleX</code>
          and
          <code>scaleY</code>
          properties are not set to 100%), the filter is not scaled. It is 
  scaled only when the user zooms in on the stage.
        </p>
        
               <p>A filter is not applied if the resulting image exceeds the maximum dimensions.
  In  AIR 1.5 and Flash Player 10, the maximum is 8,192 pixels in width or height, 
  and the total number of pixels cannot exceed 16,777,216 pixels. (So, if an image is 8,192 pixels 
  wide, it can only be 2,048 pixels high.) In Flash Player 9 and earlier and AIR 1.1 and earlier, 
  the limitation is 2,880 pixels in height and 2,880 pixels in width.
  If, for example, you zoom in on a large movie clip with a filter applied, the filter is 
  turned off if the resulting image exceeds the maximum dimensions.</p>
        
               <p>
          To specify the Shader instance to use with the filter, pass the Shader instance 
  as an argument to the
          <code>ShaderFilter()</code>
          constructor, or set it as the value of the
          <code>shader</code>
          property.
        </p>
        
               <p>
          To allow the shader output to extend beyond the bounds of the filtered object, 
  use the
          <code>leftExtension</code>
          ,
          <code>rightExtension</code>
          ,
          <code>topExtension</code>
          ,
  and
          <code>bottomExtension</code>
          properties.
        </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="../../flash/display/DisplayObject.html#filters" target="">flash.display.DisplayObject.filters</a><br/><a href="../../flash/display/DisplayObject.html#cacheAsBitmap" target="">flash.display.DisplayObject.cacheAsBitmap</a><br/><a href="../../flash/display/BitmapData.html#applyFilter()" target="">flash.display.BitmapData.applyFilter()</a><br/><a href="../../flash/display/Shader.html" target="">flash.display.Shader</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="#bottomExtension" class="signatureLink">bottomExtension</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The growth in pixels on the bottom side of the target object.</div></td><td class="summaryTableOwnerCol">ShaderFilter</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="#leftExtension" class="signatureLink">leftExtension</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The growth in pixels on the left side of the target object.</div></td><td class="summaryTableOwnerCol">ShaderFilter</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="#rightExtension" class="signatureLink">rightExtension</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The growth in pixels on the right side of the target object.</div></td><td class="summaryTableOwnerCol">ShaderFilter</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#shader" class="signatureLink">shader</a> : <a href="../../flash/display/Shader.html">Shader</a><div class="summaryTableDescription">The shader to use for this filter.</div></td><td class="summaryTableOwnerCol">ShaderFilter</td></tr><tr class=""><td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a href="#topExtension" class="signatureLink">topExtension</a> : <a href="../../int.html">int</a><div class="summaryTableDescription">The growth in pixels on the top side of the target object.</div></td><td class="summaryTableOwnerCol">ShaderFilter</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="#ShaderFilter()" class="signatureLink">ShaderFilter</a>(shader:<a href="../../flash/display/Shader.html">Shader</a> = null)</div><div class="summaryTableDescription">Creates a new shader filter.</div></td><td class="summaryTableOwnerCol">ShaderFilter</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="../../flash/filters/BitmapFilter.html#clone()" class="signatureLink">clone</a>():<a href="../../flash/filters/BitmapFilter.html">BitmapFilter</a></div><div class="summaryTableDescription">Returns a BitmapFilter object that is an exact copy of the original
  BitmapFilter object.</div></td><td class="summaryTableOwnerCol"><a href="../../flash/filters/BitmapFilter.html">BitmapFilter</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#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="bottomExtension"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">bottomExtension</td><td class="detailHeaderType">property</td></tr></table><div class="detailBody"><code>bottomExtension:<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 growth in pixels on the bottom side of the target object.
          <p>
            The growth is the area beyond the bounds of the target object 
   that is passed to the shader during execution. At execution time 
   Flash Player or AIR computes the normal bounds of a movie clip and extends 
   the bounds based on the
            <code>leftExtension</code>
            ,
            <code>rightExtension</code>
            ,
            <code>topExtension</code>
            , and
            <code>bottomExtension</code>
            values.
          </p>
          
        </p><p> The default value is <code>0.</code></p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get bottomExtension():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set bottomExtension(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="leftExtension"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">leftExtension</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>leftExtension:<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 growth in pixels on the left side of the target object.
          <p>
            The growth is the area beyond the bounds of the target object 
   that is passed to the shader during execution. At execution time 
   Flash Player or AIR computes the normal bounds of a movie clip and extends 
   the bounds based on the
            <code>leftExtension</code>
            ,
            <code>rightExtension</code>
            ,
            <code>topExtension</code>
            , and
            <code>bottomExtension</code>
            values.
          </p>
          
        </p><p> The default value is <code>0.</code></p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get leftExtension():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set leftExtension(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="rightExtension"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">rightExtension</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>rightExtension:<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 growth in pixels on the right side of the target object.
          <p>
            The growth is the area beyond the bounds of the target object 
   that is passed to the shader during execution. At execution time 
   Flash Player or AIR computes the normal bounds of a movie clip and extends 
   the bounds based on the
            <code>leftExtension</code>
            ,
            <code>rightExtension</code>
            ,
            <code>topExtension</code>
            , and
            <code>bottomExtension</code>
            values.
          </p>
          
        </p><p> The default value is <code>0.</code></p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get rightExtension():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set rightExtension(value:<a href="../../int.html">int</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="shader"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">shader</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>shader:<a href="../../flash/display/Shader.html">Shader</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 shader to use for this filter.
          <p>
            The Shader assigned to the
            <code>shader</code>
            property must specify at least one
            <code>image4</code>
            input. The input
            <b>does not</b>
            need to be specified in code using the 
   associated ShaderInput object's
            <code>input</code>
            property. Instead, the object to which the 
   filter is applied is automatically 
   used as the first input (the input with
            <code>index</code>
            0). A shader used as a filter 
   can specify more than one input, in which case any additional input must be specified 
   by setting its ShaderInput instance's
            <code>input</code>
            property.
          </p>
          
          <p>
            When you assign a Shader instance to this property the shader is copied internally and the 
   filter operation uses that internal copy, not a reference to the original shader. Any changes 
   made to the shader, such as changing a parameter value, input, or bytecode, are not applied 
   to the copied shader that's used for the filter. To make it so that shader changes are taken 
   into account in the filter output, 
   you must reassign the Shader instance to the
            <code>shader</code>
            property. As with all filters,
   you must also reassign the ShaderFilter instance to the display object's
            <code>filters</code>
            property in order to apply filter changes.
          </p>
          
        </p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get shader():<a href="../../flash/display/Shader.html">Shader</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set shader(value:<a href="../../flash/display/Shader.html">Shader</a>):<a href="../../specialTypes.html#void">void</a></code><br/></div><a name="propertyDetail"></a><a name="topExtension"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">topExtension</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td></tr></table><div class="detailBody"><code>topExtension:<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 growth in pixels on the top side of the target object.
          <p>
            The growth is the area beyond the bounds of the target object 
   that is passed to the shader during execution. At execution time 
   Flash Player or AIR computes the normal bounds of a movie clip and extends 
   the bounds based on the
            <code>leftExtension</code>
            ,
            <code>rightExtension</code>
            ,
            <code>topExtension</code>
            , and
            <code>bottomExtension</code>
            values.
          </p>
          
        </p><p> The default value is <code>0.</code></p><br/><br/><span class="label"> Implementation </span><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function get topExtension():<a href="../../int.html">int</a></code><br/><code>&nbsp;&nbsp;&nbsp;&nbsp;public function set topExtension(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="ShaderFilter()"></a><a name="ShaderFilter(flash.display.Shader)"></a><table class="detailHeader" cellpadding="0" cellspacing="0"><tr><td class="detailHeaderName">ShaderFilter</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">Constructor</td></tr></table><div class="detailBody"><code>public function ShaderFilter(shader:<a href="../../flash/display/Shader.html">Shader</a> = null)</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 new shader filter.</p><span class="label"> Parameters </span><table cellpadding="0" cellspacing="0" border="0"><tr><td width="20px"></td><td><code><span class="label">shader</span>:<a href="../../flash/display/Shader.html">Shader</a></code> (default = <code>null</code>)<code></code> &mdash; 
              The Shader to use for this filter. For details and limitations that 
   the shader must conform to, see the description for the
              <code>shader</code>
              property.
            </td></tr></table><p><span class="label">See also</span></p><div class="seeAlso"><a href="ShaderFilter.html#shader" target="">shader</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">ShaderFilterExample.1.as</div><br/><div class="detailBody">
        The following example loads a shader and uses it as the
        <code>shader</code>
        property 
 of a ShaderFilter. The code draws a circle in a Sprite instance and adds it to the stage. When 
 the shader loads, the shader filter is applied to that Sprite.
        <p>Note that this example assumes there's a shader bytecode file named "gradient.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 RedGradientFilter
&lt;
    namespace: "Adobe::Example";
    vendor: "Adobe examples";
    version: 1;
    description: "Applies a gradient across the red channel of the input image.";
&gt;
{
    input image4 src;
    output pixel4 dst;
    
    parameter float width
    &lt;
        description: "The width of the image to which the shader is applied.";
        minValue: 0.0;
    &gt;;

    void evaluatePixel()
    {
        pixel4 temp = sampleNearest(src, outCoord());
        temp.r = 1.0 - (outCoord().x * (1.0 / width));
        dst = temp;
    }
}

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

    public class ShaderFilterExample extends Sprite {
        
        private var loader:URLLoader;
        private var s:Sprite;
        
        public function ShaderFilterExample() {
            loader = new URLLoader();
            loader.dataFormat = URLLoaderDataFormat.BINARY;
            loader.addEventListener(Event.COMPLETE, loadCompleteHandler);
            loader.load(new URLRequest("gradient.pbj"));
            
            s = new Sprite();
            s.graphics.beginFill(0x009900);
            s.graphics.drawCircle(100, 100, 100);
            addChild(s);
        }
        
        private function loadCompleteHandler(event:Event):void {
            var shader:Shader = new Shader(loader.data);
            shader.data.width.value = [s.width];
            
            var gradientFilter:ShaderFilter = new ShaderFilter(shader);
            s.filters = [gradientFilter];
        }
    }
}</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">ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter ShaderFilter 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All rights reserved. <br/>Thu Oct 30 2008, 07:08 PM -07:00  -->
