 
 
   # `_setShader` determines a shader's opacity based upon panel position, anchor, and angle.
-  _setShader: (i, anchor, angle) ->
+  _setShader: (n, anchor, angle) ->
     # Store the angle's absolute value and generate an opacity based on `shadingIntensity`.
-    abs = Math.abs angle
-    opacity = abs / 90 * @shadingIntensity
+    abs     = Math.abs angle
+    opacity = abs / 90 * @settings.shadingIntensity
 
     # With hard shading, opacity is reduced and `angle` is based on the global
     # `lastAngle` so all panels' shaders share the same direction. Soft shaders

  # wouldn't be called due to no animation taking place. This method reasons if
  # movement has taken place, preventing this pitfall of transition listeners.
  _isIdenticalOperation: (op) ->
    return true  unless @lastOp.fn
    return false if @lastOp.reset
    (return false if @lastOp[key] isnt op[key]) for key in ['angle', 'anchor', 'fn']
    (return false if v isnt @lastOp.options[k] and k isnt 'callback') for k, v of op.options

      else
        a = opacity
        b = 0
      @_shaders[anchor].top[n].style.opacity    = a
      @_shaders[anchor].bottom[n].style.opacity = b


  # This method shows the requested stage element and sets a reference to it as
