     public var bitmapTo:BitmapData;
 
     /**
-     *  @copy spark.effects.AnimateShaderTransition#shaderCode
-     *  
-     *  @langversion 3.0
-     *  @playerversion Flash 10
-     *  @playerversion AIR 1.5
-     *  @productversion Flex 4
-     */
-    public var shaderCode:ByteArray;
-    
-    /**
-     *  @copy spark.effects.AnimateShaderTransition#shaderProperties
+     *  @copy spark.effects.AnimateTransitionShader#shaderByteCode
+     *  
+     *  @langversion 3.0
+     *  @playerversion Flash 10
+     *  @playerversion AIR 1.5
+     *  @productversion Flex 4
+     */
+    public var shaderByteCode:ByteArray;
+    
+    /**
+     *  @copy spark.effects.AnimateTransitionShader#shaderProperties
      *  
      *  @langversion 3.0
      *  @playerversion Flash 10

        {
            target.visible = true;
        }
        shader = new Shader(shaderCode);
        if (shader.data)
        {
            shader.data.from.input = bitmapFrom;
            shader.data.to.input = bitmapTo;
            
            motionPaths = [
                new SimpleMotionPath("progress", 0, 1, duration)
            ];
            // auto-set width/height if exposed in shader
            if ("width" in shader.data)
                shader.data.width.value = [bitmapFrom.width];

    public var shaderProperties:Object;

    /**
     * The Shader that is created using the <code>shaderByteCode</code>
     * property as the underlying byte code. Each instance needs its
     * own separate Shader, but can share the byte code. When each instance
     * is played, create the Shader that the instance uses.
