      * property as the underlying bytecode. Each instance needs its
      * own separate Shader, but can share the bytecode. When each instance
      * is played, we create the Shader that the instance will use.
+     *  
+     *  @langversion 3.0
+     *  @playerversion Flash 10
+     *  @playerversion AIR 1.5
+     *  @productversion Flex 4
      */
     protected var shader:Shader;    
 

     * </listing>
     * 
     * @see flash.display.Shader
     */
    public var shaderCode:ByteArray;
    

     * when the effect is played by grabbing a snapshot of the target
     * object, or by using a transparent bitmap if the object does not
     * exist in the start state of a transition.
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10
     *  @playerversion AIR 1.5
     *  @productversion Flex 4
     */
    public var bitmapFrom:BitmapData;
    
