Specifying shader input and parameter values

Flash Player 10 and later, Adobe AIR 1.5 and later

Many Pixel Bender shaders are defined to use one or more input images that are used in the shader processing. For example, it’s common for a shader to accept a source image and output that image with a particular effect applied to it. Depending on how the shader is used the input value may be specified automatically or you may need to explicitly provide a value. Similarly, many shaders specify parameters that are used to customize the output of the shader. You must also explicitly set a value for each parameter before using the shader.

You use the Shader object’s data property to set shader inputs and parameters and to determine whether a particular shader expects inputs or parameters. The data property is a ShaderData instance.

Identifying shader inputs and parameters

The first step in specifying shader input and parameter values is to find out whether the particular shader you’re using expects any input images or parameters. Each Shader instance has a data property containing a ShaderData object. If the shader defines any inputs or parameters, they are accessed as properties of that ShaderData object. The properties’ names match the names specified for the inputs and parameters in the shader source code. For example, if a shader defines an input named src , the ShaderData object has a property named src representing that input. Each property that represents an input is a ShaderInput instance, and each property that represents a parameter is a ShaderParameter instance.

Ideally, the author of the shader provides documentation for the shader, indicating what input image values and parameters the shader expects, what they represent, the appropriate values, and so forth.

However, if the shader isn’t documented (and you don’t have its source code) you can inspect the shader data to identify the inputs and parameters. The properties representing inputs and parameters are dynamically added to the ShaderData object. Consequently, you can use a for..in loop to examine the ShaderData object to find out whether its associated shader defines any inputs or parameters. As described in Accessing shader metadata , any metadata value defined for a shader is also accessed as a dynamic property added to the Shader.data property. When you use this technique to identify shader inputs and parameters, check the data type of the dynamic properties. If a property is a ShaderInput instance it represents an input. If it is a ShaderParameter instance it represents a parameter. Otherwise, it is a metadata value. The following example shows how to use a for..in loop to examine the dynamic properties of a shader’s data property. Each input (ShaderInput object) is added to a Vector instance named inputs . Each parameter (ShaderParameter object) is added to a Vector instance named parameters . Finally, any metadata properties are added to a Vector instance named metadata . Note that this example assumes a Shader instance named myShader is already created:

var shaderData:ShaderData = myShader.data; 
var inputs:Vector.<ShaderInput> = new Vector.<ShaderInput>(); 
var parameters:Vector.<ShaderParameter> = new Vector.<ShaderParameter>(); 
var metadata:Vector.<String> = new Vector.<String>(); 
 
for (var prop:String in shaderData) 
{ 
    if (shaderData[prop] is ShaderInput) 
    { 
        inputs[inputs.length] = shaderData[prop]; 
    } 
    else if (shaderData[prop] is ShaderParameter) 
    { 
        parameters[parameters.length] = shaderData[prop]; 
    } 
    else 
    { 
        metadata[metadata.length] = shaderData[prop]; 
    } 
} 
 
// do something with the inputs or properties

Specifying shader input values

Many shaders expect one or more input images that are used in the shader processing. However, in many cases an input is specified automatically when the Shader object is used. For example, suppose a shader requires one input, and that shader is used as a filter. When the filter is applied to a display object or BitmapData object, that object is automatically set as the input. In that case you do not explicitly set an input value.

However, in some cases, especially if a shader defines multiple inputs, you do explicitly set a value for an input. Each input that is defined in a shader is represented in ActionScript by a ShaderInput object. The ShaderInput object is a property of the ShaderData instance in the Shader object’s data property, as described in Identifying shader inputs and parameters . For example, suppose a shader defines an input named src , and that shader is linked to a Shader object named myShader . In that case you access the ShaderInput object corresponding to the src input using the following identifier:

myShader.data.src

Each ShaderInput object has an input property that is used to set the value for the input. You set the input property to a BitmapData instance to specify image data. You can also set the input property to a BitmapData or Vector.<Number> instance to specify binary or number data. For details and restrictions on using a BitmapData or Vector.<Number> instance as an input, see the ShaderInput.input listing in the ActionScript 3.0 Reference for the Adobe Flash Platform .

In addition to the input property, a ShaderInput object has properties that can be used to determine what type of image the input expects. These properties include the width , height , and channels properties. Each ShaderInput object also has an index property that is useful for determining whether an explicit value must be provided for the input. If a shader expects more inputs than the number that are automatically set, then you set values for those inputs. For details on the different ways to use a shader, and whether input values are automatically set, see Using a shader .

Specifying shader parameter values

Some shaders define parameter values that the shader uses in creating its result. For example, a shader that alters the brightness of an image might specify a brightness parameter that determines how much the operation affects the brightness. A single parameter defined in a shader can expect a single value or multiple values, according to the parameter definition in the shader. Each parameter that is defined in a shader is represented in ActionScript by a ShaderParameter object. The ShaderParameter object is a property of the ShaderData instance in the Shader object’s data property, as described in Identifying shader inputs and parameters . For example, suppose a shader defines a parameter named brightness , and that shader is represented by a Shader object named myShader . In that case you access the ShaderParameter corresponding to the brightness parameter using the following identifier:

myShader.data.brightness

To set a value (or values) for the parameter, create an ActionScript array containing the value or values and assign that array to the ShaderParameter object’s value property. The value property is defined as an Array instance because it’s possible that a single shader parameter requires multiple values. Even if the shader parameter only expects a single value, you must wrap the value in an Array object to assign it to the ShaderParameter.value property. The following listing demonstrates setting a single value as the value property:

myShader.data.brightness.value = [75];

If the Pixel Bender source code for the shader defines a default value for the parameter, an array containing the default value or values is created and assigned to the ShaderParameter object’s value property when the Shader object is created. Once an array has been assigned to the value property (including if it’s the default array) the parameter value can be changed by changing the value of the array element. You do not need to create a new array and assign it to the value property.

The following example demonstrates setting a shader’s parameter value in ActionScript. In this example the shader defines a parameter named color . The color parameter is declared as a float4 variable in the Pixel Bender source code, which means it is an array of four floating point numbers. In the example, the color parameter value is changed continuously, and each time it changes the shader is used to draw a colored rectangle on the screen. The result is an animated color change.

Note: The code for this example was written by Ryan Taylor. Thank you Ryan for sharing this example. You can see Ryan’s portfolio and read his writing at www.boostworthy.com/ .

The ActionScript code centers around three methods:

  • init() : In the init() method the code loads the Pixel Bender bytecode file containing the shader. When the file loads, the onLoadComplete() method is called.

  • onLoadComplete() : In the onLoadComplete() method the code creates the Shader object named shader . It also creates a Sprite instance named texture . In the renderShader() method, the code draws the shader result into texture once per frame.

  • onEnterFrame() : The onEnterFrame() method is called once per frame, creating the animation effect. In this method, the code sets the shader parameter value to the new color, then calls the renderShader() method to draw the shader result as a rectangle.

  • renderShader() : In the renderShader() method, the code calls the Graphics.beginShaderFill() method to specify a shader fill. It then draws a rectangle whose fill is defined by the shader output (the generated color) For more information on using a shader in this way, see Using a shader as a drawing fill .

The following is the ActionScript code for this example. Use this class as the main application class for an ActionScript-only project in Flash Builder, or as the document class for the FLA file in Flash Professional:

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 ColorFilterExample extends Sprite 
    { 
        private const DELTA_OFFSET:Number = Math.PI * 0.5; 
        private var loader:URLLoader; 
        private var shader:Shader; 
        private var texture:Sprite; 
        private var delta:Number = 0; 
         
        public function ColorFilterExample() 
        { 
            init(); 
        } 
         
        private function init():void 
        { 
            loader = new URLLoader(); 
            loader.dataFormat = URLLoaderDataFormat.BINARY; 
            loader.addEventListener(Event.COMPLETE, onLoadComplete); 
            loader.load(new URLRequest("ColorFilter.pbj")); 
        } 
         
        private function onLoadComplete(event:Event):void 
        { 
            shader = new Shader(loader.data); 
             
            texture = new Sprite(); 
             
            addChild(texture); 
             
            addEventListener(Event.ENTER_FRAME, onEnterFrame); 
        } 
        private function onEnterFrame(event:Event):void 
        { 
            shader.data.color.value[0] = 0.5 + Math.cos(delta - DELTA_OFFSET) * 0.5; 
            shader.data.color.value[1] = 0.5 + Math.cos(delta) * 0.5; 
            shader.data.color.value[2] = 0.5 + Math.cos(delta + DELTA_OFFSET) * 0.5; 
            // The alpha channel value (index 3) is set to 1 by the kernel's default 
            // value. This value doesn't need to change. 
             
            delta += 0.1; 
             
            renderShader(); 
        } 
         
        private function renderShader():void 
        { 
            texture:graphics.clear(); 
            texture.graphics.beginShaderFill(shader); 
            texture.graphics.drawRect(0, 0, stage.stageWidth, stage.stageHeight); 
            texture.graphics.endFill(); 
        } 
    } 
}

The following is the source code for the ColorFilter shader kernel, used to create the “ColorFilter.pbj” Pixel Bender bytecode file:

<languageVersion : 1.0;> 
kernel ColorFilter 
< 
    namespace : "boostworthy::Example"; 
    vendor : "Ryan Taylor"; 
    version : 1; 
    description : "Creates an image where every pixel has the specified color value."; 
> 
{ 
    output pixel4 result; 
     
    parameter float4 color 
    < 
        minValue:float4(0, 0, 0, 0); 
        maxValue:float4(1, 1, 1, 1); 
        defaultValue:float4(0, 0, 0, 1); 
    >; 
     
    void evaluatePixel() 
    { 
        result = color; 
    } 
}

If you’re using a shader whose parameters aren’t documented, you can figure out how many elements of what type must be included in the array by checking the ShaderParameter object’s type property. The type property indicates the data type of the parameter as defined in the shader itself. For a list of the number and type of elements expected by each parameter type, see the ShaderParameter.value property listing in the ActionScript 3.0 Reference.

Each ShaderParameter object also has an index property that indicates where the parameter fits in the order of the shader’s parameters. In addition to these properties, a ShaderParameter object can have additional properties containing metadata values provided by the shader’s author. For example, the author can specify metadata values such as minimum, maximum, and default values for a parameter. Any metadata values that the author specifies are added to the ShaderParameter object as dynamic properties. To examine those properties, use a for..in loop to loop over the ShaderParameter object’s dynamic properties to identify its metadata. The following example shows how to use a for..in loop to identify a ShaderParameter object’s metadata. Each metadata value is added to a Vector instance named metadata . Note that this example assumes a Shader instance named myShader is already created, and that it is known to have a parameter named brightness :

var brightness:ShaderParameter = myShader.data.brightness; 
var metadata:Vector.<String> = new Vector.<String>(); 
 
for (var prop:String in brightness) 
{ 
    if (brightness[prop] is String) 
    { 
        metadata[metadata.length] = brightness[prop]; 
    } 
} 
 
// do something with the metadata

// Ethnio survey code removed