     @_touchStarted = @_inTrans = false
     @stageHolder.style.cursor = css.grab
     # Enable tweening again.
-    @setSpeed true
+    @_setTweening @settings.speed
     # Pass callback final value.
     @settings.touchEndCallback @["_#{ @_touchAxis }Last"]
 

  # ==============


  # Allows other methods to change the tween duration or disable it altogether.
  setSpeed: (speed) ->
    # If the speed value is `true` reset the speed to the original settings.
    # Set it to zero if `false`.
    if typeof speed is 'boolean'
      speed = if speed then @settings.speed + 'ms' else '0ms'

    # To loop through the shaders, derive the correct pair from the current anchor.
    if @lastOp.anchor is 'left' or @lastOp.anchor is 'right'
      shaderPair = ['left', 'right']
    else
      shaderPair = ['top', 'bottom']

    # Loop through the panels in this anchor and set the transition duration to the new speed.
    for panel, i in @panels[@lastOp.anchor]
      panel.style[css.transitionDuration] = speed
      if @shading
        for side in shaderPair
          @_shaders[@lastOp.anchor][side][i].style[css.transitionDuration] = speed

    @


  # Disables oriDomi slicing by showing the original, untouched target element.

      angle


  # Allows other methods to change the tween duration or disable it altogether.
  _setTweening: (speed) ->
    # To loop through the shaders, derive the correct pair from the current anchor.
    if @lastOp.anchor is 'left' or @lastOp.anchor is 'right'
      shaderPair = ['left', 'right']
    else
      shaderPair = ['top', 'bottom']

    # Loop through the panels in this anchor and set the transition duration to the new speed.
    for panel, i in @panels[@lastOp.anchor]
      panel.style[css.transitionDuration] = speed + 'ms'
      if @shading
        for side in shaderPair
          @_shaders[@lastOp.anchor][side][i].style[css.transitionDuration] = speed + 'ms'

    @


  # `_setShader` determines a shader's opacity based upon panel position, anchor, and angle.
  _setShader: (i, anchor, angle) ->
    # Store the angle's absolute value and generate an opacity based on `shadingIntensity`.
