 import flash.events.IEventDispatcher;
 import flash.filters.BitmapFilter;
 import flash.filters.ShaderFilter;
-import flash.utils.ByteArray;
 import flash.utils.Proxy;
 import flash.utils.flash_proxy;
 

 * 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>

 *  
 *     &lt;Label text="ABCDEF"&gt;
 *         &lt;filters&gt;
 *             &lt;ShaderFilter shader="&#64;Embed(source='shaders/spherize.pbj')"
 *                 radius="25" center_x="50" center_y="15" /&gt;
 *        &lt;/filters&gt;
 *     &lt;/Label&gt;
