                 //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];
-			}
+            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
+     *  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

                    drawnDisplayObject.mask = _mask;
                }
            }
			
			if (luminositySettingsChanged)
			{
				luminositySettingsChanged = false; 
				
				if (_mask && _maskType == MaskType.LUMINOSITY && _mask.filters.length > 0)
				{
					// Grab the shader filter and clear out the mask 
					var shaderFilter:ShaderFilter = _mask.filters[0];
					
					if (shaderFilter && (shaderFilter.shader is LuminosityMaskShader))
					{
						// Clear out the mask's filters because we could potentially
						// have a rendering change by setting the mode dynamically 
						// while the filters have been set. 
						_mask.filters = []; 
						
						// Reset the mode property  
						LuminosityMaskShader(shaderFilter.shader).mode = calculateLuminositySettings();
						
						// Re-apply the filter to the mask 
						_mask.filters = [shaderFilter];
					}
				}
			}

            if (maskTypeChanged || displayObjectChanged)
            {

    
    /**
     *  A property that controls whether the luminosity 
     *  mask clips the masked content. This property can 
     *  only have an effect if the graphic element has a 
     *  mask applied to it that is of type 
     *  MaskType.LUMINOSITY.  
     * 
     *  @default false 
     *  @see #maskType 
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10
