= max) state = 0;
stack.selectedIndex = state;
//if (state == 2) attach();
}
private var offsetU : Number = 0;
private var offsetV : Number = 0;
private var easeX : Number = 0;
private var easeY : Number = 0;
private function loop(e : Event) : void {
offsetU = getTimer() * 0.0001;
offsetV = getTimer() * 0.0002;
easeX += (stage.mouseX - easeX) * .1;
easeY += (stage.mouseY - easeY) * .1;
shader.data.center.value = [easeX,easeY];
shader.data.offset.value = [offsetU,offsetV]
stack.filters = [filter];
}
private var shader:Shader;
private var filter:ShaderFilter;
private function complete():void
{
//Pass the loaded filter to the Shader as a ByteArray
shader = new Shader(new CustomFilter() as ByteArray);
if (0) {
shader.data.size.value = [20.0];
} else if (1) {
shader.data.imgSize.value = [512,512];
shader.data.center.value = [200.0,200.0];
shader.data.offset.value = [0,0];
}
filter = new ShaderFilter(shader);
//add the filter to the image
stack.filters = [filter];
stage.addEventListener(Event.ENTER_FRAME, loop);
}
]]>