   # ==============
 
 
-  # 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
-
-    @
+    @settings.speed = speed
+    @_setTweening true
 
 
   # Disables oriDomi slicing by showing the original, untouched target element.

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


      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`.
