             else if (_maskType == MaskType.LUMINOSITY)
             {
                 _mask.cacheAsBitmap = true;
-		drawnDisplayObject.cacheAsBitmap = true;
+                drawnDisplayObject.cacheAsBitmap = true;
                 
                 // Create the shader wrapper class which wraps the pixel bender filter 
                 var luminosityMaskShader:LuminosityMaskShader = new LuminosityMaskShader();

        var previous:Boolean = needsDisplayObject;
        _alpha = value;
        
	// The product of _alpha and the designLayer's 
	// alpha is the effectiveAlpha which is 
	// committed in commitProperties() 
        if (designLayer)
            value = value * designLayer.effectiveAlpha; 


                
                if (_mask && _maskType == MaskType.LUMINOSITY && _mask.filters.length > 0)
                {
                    // Grab the shader filter 
                    var shaderFilterIndex:int; 
                    var shaderFilter:ShaderFilter; 
                    var len:int = _mask.filters.length; 
                    for (shaderFilterIndex = 0; shaderFilterIndex < len; shaderFilterIndex++)
                    {
                        if (_mask.filters[shaderFilterIndex] is ShaderFilter && 
                            ShaderFilter(_mask.filters[shaderFilterIndex]).shader is LuminosityMaskShader)
                        {
                            shaderFilter = _mask.filters[shaderFilterIndex];
                            break; 
                        }
                    }
                    
                    if (shaderFilter)
                    {
                        // Reset the mode property  
                        LuminosityMaskShader(shaderFilter.shader).mode = calculateLuminositySettings();
                        
                        // Re-apply the filter to the mask 
                        _mask.filters[shaderFilterIndex] = shaderFilter; 
                        _mask.filters = _mask.filters; 
                    }
                }
            }
