 
     # This block makes sure left and top shaders appear for negative angles and right
     # and bottom shaders appear for positive ones.
-    switch anchor
-      when 'left', 'top'
-        if angle < 0
-          a = opacity
-          b = 0
-        else
-          a = 0
-          b = opacity
-      when 'right', 'bottom'
-        if angle < 0
-          a = 0
-          b = opacity
-        else
-          a = opacity
-          b = 0
-
-    # Only manipulate shader opacity for the current axis.
-    if anchor is 'left' or anchor is 'right'
-      @_shaders[anchor].left[i].style.opacity = a
+    if anchor in anchorListV
+      if angle < 0
+        a = opacity
+        b = 0
+      else
+        a = 0
+        b = opacity
+      @_shaders[anchor].left[i].style.opacity  = a
       @_shaders[anchor].right[i].style.opacity = b
     else
-      @_shaders[anchor].top[i].style.opacity = a
+      if angle < 0
+        a = 0
+        b = opacity
+      else
+        a = opacity
+        b = 0
+      @_shaders[anchor].top[i].style.opacity    = a
       @_shaders[anchor].bottom[i].style.opacity = b
 
 

    @enableTouch() if @settings.touchEnabled

    # Append each stage to the target element.
    @stageHolder.appendChild @stages[anchor] for anchor in @_anchors

    # Show the target if applicable.
    if @settings.showOnStart


  _createPanels: (axis, proto) ->
    if axis is 'x'
      anchors = anchorListV
      count   = @vPanels
      metric  = 'width'
    else
      anchors = anchorListH
      count   = @hPanels
      metric  = 'height'

