+ <section><title>Color transforms</title>
+
+<p>
+You can define a number of parameters in the <c>.put</c>, <c>.change</c> and <c>.jump</c>
+tags. Among those are the color transform parameters <c>red</c>, <c>green</c>,
+<c>blue</c> and <c>alpha</c>.
+Furthermore, for convenience, there's also <c>luminance</c>, which sets <c>red</c>, <c>green</c> and
+<c>blue</c> in one go.
+</p>
+<p>
+Each one of these consists of two parts: The multiplicator and the shift.
+The syntax is
+<c> ±<multiplicator>±<shift> </c>.
+So, for example, to make an object 50% brighter, you would use
+<c>luminance=+128</c>. Notice that all color components inside the transformed object in the range 128-255
+will be mapped to 255 with this. To map 0 to 128, 255 to 255, but 128 to 192, you would
+use <c>luminance=0.5+128</c>.
+</p>
+<p>
+You can also specify negative values for both <c><mutliplicator></c> and <c><shift></c>.
+This makes it e.g. possible to invert an object: <c>luminance=-1+255</c>.
+</p>
+<p>
+The following example demonstrates a few of the possible transforms:
+</p>
+
+
+ <code lang="swfc">
+.flash name="cxform.swf" version=5 fps=25
+
+ .jpeg s1 "photo.jpeg" quality=80%
+
+ .put s1 x=50 y=50 scalex=110 scaley=110
+ .frame 50
+ .change s1 x=0 y=0 scalex=210 scaley=210 red=-1+255 green=-1+255 blue=-1+255 #invert
+ .frame 100
+ .change s1 x=100 y=50 scalex=110 scaley=110 red=0 green=+0 blue=+0 #remove red
+ .frame 150
+ .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=2 blue=-1+255 #amplify green, invert blue
+ .frame 200
+ .change s1 x=50 y=100 scalex=110 scaley=110 red=2-128 green=-2+255 blue=+0.7+40 #alien glow
+ .frame 250
+ .change s1 x=0 y=0 scalex=210 scaley=210 red=8-1024 green=8-1024 blue=8-1024 #palette reduce
+ .frame 300
+ .change s1 x=0 y=0 scalex=210 scaley=210 red=+0 green=+0 blue=+0 #back to normal
+ .frame 350
+ .change s1 x=105 y=105 scalex=0 scaley=0 luminance=0 #fadeout
+.end
+ </code>
+
+A very useful fact is also that you can color transform the alpha component.
+So to fade any object into the background, you would simply transform it's
+alpha color: E.g. <c>alpha=64</c> would make the object 75% transparent.
+This is used in an example further below.
+ </section>
+
+
+</chapter>
+
+<chapter title="Fonts">
+
+<section>
+
+swfc has font support. That means you can also insert texts into
+your animations.
+The easiest way to load a font is to do something like
+<c>
+ .font Arial filename="Arial.ttf"
+</c>
+.
+You now have a font named <c>Arial</c> to play with.
+For example, for the obligatory hello world program:
+
+ <code lang="swfc">
+.flash name="helloworld.swf"
+
+ .font Arial filename="Arial.ttf"
+ .text helloworld font=Arial text="Hello World!"
+ .put helloworld
+.end
+ </code>
+
+<note>
+The text argument expects UTF-8 strings. So if you want to
+pass any special characters (umlauts, digraphs etc.), they have to
+be UTF-8 encoded.
+</note>
+
+Besides TrueType fonts, swfc also supports native SWF fonts.
+If you have a SWF with a font you would like to use, do a
+<shell>
+ swfextract file.swf
+</shell>
+Then write down the font ID of the font, and do a
+<shell>
+ swfextract -f <fontid> file.swf -o myfont.swf
+</shell>
+.
+<p>
+This will give you a file named myfont.swf which you can
+also use in the <c>filename</c> parameter of <c>.font</c>.
+</p>
+
+<p>
+Furthermore, you can convert TTF and Type1
+fonts into SWF using <c>font2swf</c>:
+<shell>
+ font2swf Arial.ttf -o Arial.swf
+</shell>
+The nice advantage of this is that you can play
+Arial.swf in the flash player and see what the
+font looks like.
+(Also, loading a font in SWF format is slighly
+faster than from a TTF file, as with TTFs spline
+conversion has to take place).
+</p>
+
+</section>
+<section>
+<p>
+So much for the basics. Now let's go to the more advanced
+functionality around fonts.
+</p>
+
+<p>
+Apart from being able to define text in your swfc files,
+you can also define text <c>outlines</c>.
+Those are not real characters but rather abstract vector
+objects which you can use in other commands.
+</p>
+
+<code lang="swfc">
+.flash name="fontoutline.swf"
+ .font Arial "Arial.swf"
+ .textshape helloworld font=Arial size=200% text="Hello World"
+ .filled filled_helloworld outline=helloworld fill=blue line=3 color=green
+ .put filled_helloworld
+.end
+</code>
+
+Here, <c>.textshape helloworld</c> defines an outline named "helloworld",
+which is then used to construct a filled outline named filled_helloworld.
+
+To make this a little more interesting, let's fill with a gradient instead
+of a plain color:
+
+<code lang="swfc">
+.flash name="fontgradient.swf"
+ .font Arial "Arial.swf"
+ .textshape helloworld font=Arial text="SHADE"
+
+ .gradient whitefade:
+ 0% black
+ 50% #505050
+ 100% yellow
+ .end
+
+ .filled filled_helloworld outline=helloworld fill=whitefade line=1 color=#2c2c2c
+ .put filled_helloworld scale=200%
+.end
+</code>
+
+While at it, you can also fill with an image:
+
+<code lang="swfc">
+.flash name="fontimage.swf"
+ .font courier "Courier.swf"
+ .jpeg beach "beach.jpg"
+ .textshape text font=courier text="HOLIDAY"
+
+ .filled filled_text outline=text fill=beach line=1 color=#2c2c2c
+ .put filled_text scale=200%
+.end
+</code>
+
+But let's get back to normal <c>.text</c> characters.
+The following demonstrates that you can treat objects defined
+with <c>.text</c> like normal shapes, i.e., scale them, move them, and use
+them for clipping:
+