         invalidateProperties();
     }
 
-	//----------------------------------
+    //----------------------------------
     //  luminosityInvert
     //----------------------------------
     

    
    /**
     *  A property that controls the calculation of the RGB 
	 *  color value of a graphic element being masked by 
	 *  a luminosity mask. If true, the RGB color value of a  
	 *  pixel in the source content is inverted and multipled  
	 *  by the corresponding region in the mask. If false, 
	 *  the source content's pixel's RGB color value is used 
	 *  directly. 
	 * 
	 *  @default false 
	 *  @see #maskType 
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10

                //notifyElementLayerChanged(); // Trigger recreation of the layers
                drawnDisplayObject.cacheAsBitmap = true;
            }
            else if (_maskType == MaskType.LUMINOSITY)
            {
                _mask.cacheAsBitmap = true;
                
                // Create the shader wrapper class which wraps the pixel bender filter 
                var luminosityMaskShader:LuminosityMaskShader = new LuminosityMaskShader();
                
                // Sets up the shader's mode property based on 
                // whether the luminosityClip and 
                // luminosityInvert properties are on or off. 
                luminosityMaskShader.mode = calculateLuminositySettings(); 
                
                // Create the shader filter 
                var shaderFilter:ShaderFilter = new ShaderFilter(luminosityMaskShader);
                
                // Apply the shader filter to the mask
                _mask.filters = [shaderFilter];
            }
        }
    }
    
    /**
     *  @private
     *  Calculates the luminosity mask shader's mode property which 
     *  determines how the shader is drawn. 
     */
    private function calculateLuminositySettings():int
    {
        var mode:int = -1; 
        if (luminosityClip && !luminosityInvert) 
            mode = 0; 
        if (luminosityClip && luminosityInvert) 
            mode = 1; 
        if (!luminosityClip && !luminosityInvert) 
            mode = 2; 
        if (!luminosityClip && luminosityInvert) 
            mode = 3;
        return mode; 
    }

    /**
     *  @private
