                     _mask.cacheAsBitmap = true;
                     cacheAsBitmap = true;
                 }
-				else if (_maskType == MaskType.LUMINOSITY)
-				{
-					_mask.cacheAsBitmap = true;
-					cacheAsBitmap = true;
-					
-					// Create the shader 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 
-					shaderFilter = new ShaderFilter(luminosityMaskShader);
-					
-					// Apply the shader filter to the mask
-					_mask.filters = [shaderFilter];
-				}
+                else if (_maskType == MaskType.LUMINOSITY)
+                {
+                    _mask.cacheAsBitmap = true;
+                    cacheAsBitmap = true;
+                    
+                    // Create the shader 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 
+                    shaderFilter = new ShaderFilter(luminosityMaskShader);
+                    
+                    // Apply the shader filter to the mask
+                    _mask.filters = [shaderFilter];
+                }
             }
         }     
 

            layout = new BasicLayout();
    }

	/**
	 *  @private
	 */ 
	override protected function commitProperties():void
	{
		super.commitProperties();
		
		// Cleanup the _overlay object when there are no more overlay objects
		if (_overlay && _overlay.numDisplayObjects == 0)
			destroyOverlay();
	}

    /**
     *  @private

        {
            if (_mask && _mask.parent === this)
            {
                overlay.removeDisplayObject(_mask);
            }     
            
            _mask = value;
