text: #ifndef INCLUDED_openfl_display_Shader
  #define INCLUDED_openfl_display_Shader
  
  #ifndef HXCPP_H
  #include <hxcpp.h>
  #endif
  
  HX_DECLARE_CLASS2(haxe,io,Bytes)
  HX_DECLARE_CLASS3(lime,graphics,opengl,GLObject)
  HX_DECLARE_CLASS2(openfl,display,Shader)
  HX_DECLARE_CLASS2(openfl,display,ShaderInput_openfl_display_BitmapData)
  HX_DECLARE_CLASS2(openfl,display,ShaderParameter_Bool)
  HX_DECLARE_CLASS2(openfl,display,ShaderParameter_Float)
  HX_DECLARE_CLASS2(openfl,display,ShaderParameter_Int)
  HX_DECLARE_CLASS3(openfl,display,_internal,ShaderBuffer)
  HX_DECLARE_CLASS2(openfl,display3D,Context3D)
  HX_DECLARE_CLASS2(openfl,display3D,Program3D)
  HX_DECLARE_CLASS2(openfl,events,EventDispatcher)
  HX_DECLARE_CLASS2(openfl,events,IEventDispatcher)
  HX_DECLARE_CLASS2(openfl,utils,ByteArrayData)
  HX_DECLARE_CLASS2(openfl,utils,IDataInput)
  HX_DECLARE_CLASS2(openfl,utils,IDataOutput)
  
  namespace openfl{
  namespace display{
  
  
  class HXCPP_CLASS_ATTRIBUTES Shader_obj : public ::hx::Object
  {
  	public:
  		typedef ::hx::Object super;
  		typedef Shader_obj OBJ_;
  		Shader_obj();
  
  	public:
  		enum { _hx_ClassId = 0x78d8d737 };
  
  		void __construct( ::openfl::utils::ByteArrayData code);
  		inline void *operator new(size_t inSize, bool inContainer=true,const char *inName="openfl.display.Shader")
  			{ return ::hx::Object::operator new(inSize,inContainer,inName); }
  		inline void *operator new(size_t inSize, int extra)
  			{ return ::hx::Object::operator new(inSize+extra,true,"openfl.display.Shader"); }
  		static ::hx::ObjectPtr< Shader_obj > __new( ::openfl::utils::ByteArrayData code);
  		static ::hx::ObjectPtr< Shader_obj > __alloc(::hx::Ctx *_hx_ctx, ::openfl::utils::ByteArrayData code);
  		static void * _hx_vtable;
  		static Dynamic __CreateEmpty();
  		static Dynamic __Create(::hx::DynamicArray inArgs);
  		//~Shader_obj();
  
  		HX_DO_RTTI_ALL;
  		::hx::Val __Field(const ::String &inString, ::hx::PropertyAccess inCallProp);
  		::hx::Val __SetField(const ::String &inString,const ::hx::Val &inValue, ::hx::PropertyAccess inCallProp);
  		void __GetFields(Array< ::String> &outFields);
  		static void __register();
  		void __Mark(HX_MARK_PARAMS);
  		void __Visit(HX_VISIT_PARAMS);
  		bool _hx_isInstanceOf(int inClassId);
  		::String __ToString() const { return HX_("Shader",45,33,b5,51); }
  
  		static void __boot();
  		static  ::Dynamic __meta__;
  		 ::openfl::utils::ByteArrayData byteCode;
  		 ::lime::graphics::opengl::GLObject glProgram;
  		 ::Dynamic precisionHint;
  		 ::openfl::display3D::Program3D program;
  		 ::openfl::display::ShaderParameter_Float _hx___alpha;
  		 ::openfl::display::ShaderInput_openfl_display_BitmapData _hx___bitmap;
  		 ::openfl::display::ShaderParameter_Float _hx___colorMultiplier;
  		 ::openfl::display::ShaderParameter_Float _hx___colorOffset;
  		 ::openfl::display3D::Context3D _hx___context;
  		 ::Dynamic _hx___data;
  		::String _hx___glFragmentSource;
  		bool _hx___glSourceDirty;
  		::String _hx___glVertexSource;
  		 ::openfl::display::ShaderParameter_Bool _hx___hasColorTransform;
  		::Array< ::Dynamic> _hx___inputBitmapData;
  		bool _hx___isGenerated;
  		 ::openfl::display::ShaderParameter_Float _hx___matrix;
  		int _hx___numPasses;
  		::Array< ::Dynamic> _hx___paramBool;
  		::Array< ::Dynamic> _hx___paramFloat;
  		::Array< ::Dynamic> _hx___paramInt;
  		 ::openfl::display::ShaderParameter_Float _hx___position;
  		 ::openfl::display::ShaderParameter_Float _hx___textureCoord;
  		 ::openfl::display::ShaderInput_openfl_display_BitmapData _hx___texture;
  		 ::openfl::display::ShaderParameter_Float _hx___textureSize;
  		void _hx___clearUseArray();
  		::Dynamic _hx___clearUseArray_dyn();
  
  		 ::lime::graphics::opengl::GLObject _hx___createGLShader(::String source,int type);
  		::Dynamic _hx___createGLShader_dyn();
  
  		 ::lime::graphics::opengl::GLObject _hx___createGLProgram(::String vertexSource,::String fragmentSource);
  		::Dynamic _hx___createGLProgram_dyn();
  
  		void _hx___disable();
  		::Dynamic _hx___disable_dyn();
  
  		void _hx___disableGL();
  		::Dynamic _hx___disableGL_dyn();
  
  		void _hx___enable();
  		::Dynamic _hx___enable_dyn();
  
  		void _hx___enableGL();
  		::Dynamic _hx___enableGL_dyn();
  
  		void _hx___init();
  		::Dynamic _hx___init_dyn();
  
  		void _hx___initGL();
  		::Dynamic _hx___initGL_dyn();
  
  		void _hx___processGLData(::String source,::String storageType);
  		::Dynamic _hx___processGLData_dyn();
  
  		void _hx___update();
  		::Dynamic _hx___update_dyn();
  
  		void _hx___updateFromBuffer( ::openfl::display::_internal::ShaderBuffer shaderBuffer,int bufferOffset);
  		::Dynamic _hx___updateFromBuffer_dyn();
  
  		void _hx___updateGL();
  		::Dynamic _hx___updateGL_dyn();
  
  		void _hx___updateGLFromBuffer( ::openfl::display::_internal::ShaderBuffer shaderBuffer,int bufferOffset);
  		::Dynamic _hx___updateGLFromBuffer_dyn();
  
  		 ::Dynamic get_data();
  		::Dynamic get_data_dyn();
  
  		 ::Dynamic set_data( ::Dynamic value);
  		::Dynamic set_data_dyn();
  
  		::String get_glFragmentSource();
  		::Dynamic get_glFragmentSource_dyn();
  
  		::String set_glFragmentSource(::String value);
  		::Dynamic set_glFragmentSource_dyn();
  
  		::String get_glVertexSource();
  		::Dynamic get_glVertexSource_dyn();
  
  		::String set_glVertexSource(::String value);
  		::Dynamic set_glVertexSource_dyn();
  
  };
  
  } // end namespace openfl
  } // end namespace display
  
  #endif /* INCLUDED_openfl_display_Shader */ 
  