  *  
  *     &lt;Label text="ABCDEF"&gt;
  *         &lt;filters&gt;
- *             &lt;ShaderFilter byteCode="&#64;Embed(source="shaders/spherize.pbj', mimeType='application/octet-stream')"
+ *             &lt;ShaderFilter shader="&#64;Embed(source='shaders/spherize.pbj')"
  *                 radius="25" center_x="50" center_y="15" /&gt;
  *        &lt;/filters&gt;
  *     &lt;/Label&gt;

 * the stock Flash ShaderFilter, Shader, and ShaderData classes to apply a
 * Pixel Bender shader as a filter.
 *
 * <p>The ShaderFilter class must be initialized with byte code representing a
 * compiled Pixel Bender shader. After that the class will create (behind the scenes) a
 * Shader instance from the byte code. The ShaderFilter class then serves as a proxy to the
 * underlying Shader, providing a convenience mechanism for accessing both scalar
 * and multi-dimensional shader input parameters directly as simple named properties.</p>
 *
 * <p>To set a simple scalar shader input parameter (e.g. of type FLOAT or INT), you can simply
 * refer to the property directly, e.g. <code>myFilter.radius</code>.</p>

            
        // Our new filter is ready to do its work.
        notifyFilterChanged();
    }
    
    /**
     * flash.display.Shader instance.
     */  
    public function get shader():Shader
    {
        return _shader;
    }
 
    //----------------------------------
    //  bottomExtension
    //----------------------------------
