PB Filter working in Toolkit, but fails to give same result in Flash Player

I'm playing with the excellent LittlePlanet filter by Tom Beddard. The results in the PixelBender toolkit(2.6.453492)  are amazing, but when I try to use the PBJ as a filter in Flash the output is entirely different.
I have built a few filters and implemented numerous others all with no problems and fantastic results, but LittlePlanet (I also have the same issue with the Escher Droste kernels) is being a pain.
Here is the kernel that I'm using:
#define PI 3.141592653589793
#define TWOPI 6.283185307179586
#define HALFPI 1.570796326794897
#define PI180 0.017453292519943
#define DEBUG 0
<languageVersion : 1.0;>
kernel LittlePlanet
<   namespace : "com.subblue";
    vendor : "Tom Beddard - www.subblue.com";
    version : 2;
    displayname: "Little Planet";
    description : "Generates a stereographic projection from an equirectangular panorama image to create 'little planet' type images.";
>
    parameter float2 size
    <
        minValue: float2(200, 200);
        maxValue: float2(4096, 4096);
        defaultValue: float2(480, 320);
        stepInterval: float2(1, 1);
        displayName: "Input image size";
        componentName: "Width|Height";
        aeDisplayName: "Input image size";
    >;
    // Seems buggy on OSX
    parameter float2 size
    <
        defaultValue: float2(1024, 512);
        displayName: "Input image size";
        componentName: "Width|Height";
        aeDisplayName: "Input image size";
        parameterType: "inputSize";
    >;
    parameter float2 outputSize
    <
        minValue: float2(200, 200);
        maxValue: float2(4096, 4096);
        defaultValue: float2(480, 320);
        stepInterval: float2(1, 1);
        displayName: "Output image size";
        componentName: "Width|Height";
        aeDisplayName: "Output image size";
    >;
    parameter float2 center
    <
        minValue: float2(-1, -1);
        maxValue: float2(1, 1);
        defaultValue: float2(0, 0);
        stepInterval: float2(0.01, 0.01);
        componentName: "X|Y";
        displayName: "Center point";
        aeDisplayName: "Center point";
    >;
    parameter float longitude
    <
        minValue: 0.0;
        maxValue: 360.0;
        defaultValue: 0.0;
        stepInterval: 0.5;
        displayName: "Longitude offset";
        aeDisplayName: "Longitude offset";
        aeUIControl:"aeAngle";
    >;
    parameter float latitude
    <
        minValue: 0.0;
        maxValue: 360.0;
        defaultValue: 90.0;
        stepInterval: 0.5;
        displayName: "Latitude offset";
        aeDisplayName: "Latitude offset";
        aeUIControl:"aeAngle";
    >;
    parameter float rotate
    <
        minValue: -360.0;
        maxValue: 360.0;
        defaultValue: 0.0;
        stepInterval: 0.5;
        displayName: "Rotate";
        aeDisplayName: "Rotate";
        aeUIControl:"aeAngle";
    >;
    parameter float zoom
    <
        minValue: 0.1;
        maxValue: 10.0;
        defaultValue: 0.4;
        stepInterval: 0.01;
        displayName: "Zoom";
        aeDisplayName: "Zoom";
    >;
    parameter float wrap
    <
        minValue: -2.0;
        maxValue: 2.0;
        defaultValue: -0.16;
        stepInterval: 0.01;
        displayName: "Wrap effect";
        aeDisplayName: "Wrap effect";
    >;
    parameter float twist
    <
        minValue: -1.0;
        maxValue: 1.0;
        defaultValue: -0.08;
        stepInterval: 0.01;
        displayName: "Twist effect";
        aeDisplayName: "Twist effect";
    >;
    parameter float bulge
    <
        minValue: -1.0;
        maxValue: 1.0;
        defaultValue: 0.0;
        stepInterval: 0.01;
        displayName: "Bulge effect";
        aeDisplayName: "Bulge effect";
    >;
    input image4 src;
    output pixel4 dst;
    void
    evaluatePixel()
        float2 hsize = size * 0.5;
        float2 rads = float2(PI / hsize.x, HALFPI / hsize.y);                // Radians per pixel
        float4 color = float4(0);
        float2 ps = float2(0);
        float rc = cos(radians(rotate));
        float rs = sin(radians(rotate));
        float2x2 rotation = float2x2(rc, rs, -rs, rc);
        #if DEBUG
        float3 guide = float3(0, 0, 0);
        float w = 0.05;
        #endif
                float2 p = (outCoord() + ps - outputSize * 0.5 - center * outputSize) / size.y;
                p *= rotation;
                // Stereographic projection
                float r = length(p);
                float c = 2.0 * atan(r, 0.5 * (zoom + bulge));
                float cc = cos(c);
                float sc = sin(c);
                float cl = cos(radians(latitude));
                float sl = sin(radians(latitude));
                float lat = asin(cc * sl + (p.y * sc * cl) / r) + (wrap * PI);
                float lon = radians(longitude) + atan(p.x * sc, (r * cl*cc - p.y * sl * sc));
                // Twist
                lon += twist * r * PI;
                // Wrap longitude
                lon = mod(lon + PI, TWOPI) - PI;
                if (wrap != 0.0) {
                    // Reflect the top and bottom to get smooth wrapping
                    if (lat > TWOPI) {
                        // Second inner sky reflection (+wrap)
                        #if DEBUG
                        if (lat < TWOPI + w) guide = float3(0, 1, 0);
                        #endif
                        lat = mod(abs(lat), HALFPI);
                    } else if (lat > TWOPI - HALFPI) {
                        // First inner sky reflection (+wrap)
                        #if DEBUG
                        if (lat < TWOPI - HALFPI + w) guide = float3(1, 0, 0);
                        #endif
                        lat = mod(abs(lat), HALFPI) - HALFPI;
                    } else if (lat > HALFPI) {
                        // First ground reflection (+wrap)
                        #if DEBUG
                        if (lat < HALFPI + w) guide = float3(0, 1, 0);
                        #endif
                        lat = PI - lat;
                    } else if (lat < -TWOPI) {
                        // Second outside sky reflection (-wrap)
                        #if DEBUG
                        if (lat > -TWOPI - w) guide = float3(0, 0, 1);
                        #endif
                        lat = -mod(abs(lat), HALFPI);
                    } else if (lat < -TWOPI + HALFPI) {
                        // Second outside ground reflection (-wrap)
                        #if DEBUG
                        if (lat > -TWOPI + HALFPI - w) guide = float3(0, 1, 1);
                        #endif
                        lat = HALFPI - mod(abs(lat), HALFPI);
                    } else if (lat < -PI) {
                        // First outside ground reflection (-wrap)
                        #if DEBUG
                        if (lat > -PI - w) guide = float3(0, 1, 0);
                        #endif
                        lat = mod(abs(lat), HALFPI);
                    } else if (lat < -HALFPI) {
                        // First outside sky reflection (-wrap)
                        #if DEBUG
                        if (lat > -HALFPI - w) guide = float3(0, 0, 1);
                        #endif
                        lat = -HALFPI + mod(abs(lat), HALFPI);
                // Convert back to equirectangular coordinates
                float2 op = -float2(lon, lat) / rads;
                op.y += bulge * r * hsize.x;
                color += sampleLinear(src, clamp(hsize - op, float2(0.5), size - float2(0.5)));
                #if DEBUG
                if (guide != float3(0)) color.rgb += guide * 0.5;
                #endif
        dst = color;

First of all, Tom Beddard writes amazing Pixel Bender filters, we've always been blown away by the imagination and quality of his work.
There's nothing in the kernel itself that looks suspicious, and when I run it in Flash mode in the toolkit I get reasonable looking results. Can you come up with a particular set of parameters that shows the problems, and attach images showing the correct and incorrect output.
Also, it isn't clear to me whether the problems you're seeing are in the toolkit using flash mode, or in your own Actionscript code. If it's in your own code can you post the complete AS application that you're running, it could be that there's a problem with the way you're getting data into and out of the shader.
There are also a number of good tutorials online, some from Adobe folks, some from people in the community. I'll put a short list here:
http://blog.leeburrows.com/2011/01/pixelbender-filters-1/
http://www.adobe.com/devnet/pixelbender.html
http://aswebcreations.com/?p=288
http://www.mikechambers.com/blog/2008/09/08/using-pixel-bender-filters-within-flex/
Bob

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    The iPad does not support flash. You must be visiting a website which requires flash to work. Unfortunately, there is no direct way to access this on the iPad. You can, however, download some apps like Skyfire browser to help with these (supposedly they work, I have never tried as I do not need flash).

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