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A bevel filter simulates a beveled edge on top of the content it's filtering. It makes the surface appear as though the edge has been chiseled to an angle, so it catches the light. Bevel filters are represented by instances of the BevelFilter class, which has the following properties:
distance—The offset of the bevel in pixels. The greater the number, the more pronounced the bevel. The default is 4.
angle—The angle of the light source to the object in degrees. A value of 0 makes the light source directly to the left, whereas a value of 180 makes the light source directly to the right. The default is 45.
highlightColor—The highlight color specified as an unsigned integer from 0x000000 to 0xFFFFFF. The default value is white (0xFFFFFF).
highlightAlpha—The alpha of the highlight. The range is from 0 to 1. The default is 1.
shadowColor—The shadow color specified as an unsigned integer from 0x000000 to 0xFFFFFF. The default value is black (0x000000).
shadowAlpha—The alpha of the shadow. The range is from 0 to 1. The default is 1.
blurX—The number of pixels to blur the bevel in the horizontal direction. The greater the number, the softer the bevel appears. The default is 4.
blurY—The number of pixels to blur the bevel in the vertical direction. The greater the number, the softer the bevel appears. The default is 4.
strength—The punch strength of the bevel. The greater the number, the more visible the shadow and highlight will be when the blur properties are set to greater numbers. The default is 1.
quality—The number of times to run the blur. The range is from 1 to 15. The greater the number, the smoother the bevel appears. The default is 1.
type—The type can be one of the constants BitmapFilterType.INNER, BitmapFilterType.OUTER, or BitmapFilterType.FULL. The default is BitmapFilterType.INNER.
knockout—Whether to knock out the contents of the object. The default is false.