     public var bitmapTo:BitmapData;
 
     /**
-     * The bytecode that a <code>Shader</code> object will use
-     * for running the transition between the two bitmaps. This
+     * The bytecode for the pixel-shader program that the effect uses
+     * to animate between the two bitmaps. This
      * property can be represented as either a ByteArray or as a
      * Class representing a ByteArray (which is what results 
      * when you embed a resource).
      * 
-     * <p>The shader can have arbitrary functionality and inputs, but 
+     * <p>The pixel-shader program can have arbitrary functionality and inputs, but 
      * must, at a minimum, have three <code>image4</code> inputs.
      * The first input, which can be named anything, should go
-     * unused by your shader code - it exists only to satisfy the
+     * unused by your pixel-shader program  code - it exists only to satisfy the
      * Flash requirement of assigning a filtered object to the
      * first input. Note that inputs that go completely unused in a
-     * shader kernel may be optimized out, so your kernel code should
-     * at least reference this input to keep it around.</p>
-     * 
-     * <p>There must be at least two other inputs
-     * named <code>from</code> and <code>to</code> and one 
-     * <code>float</code> parameter named <code>progress</code>, where
-     * <code>from/to</code> are the before/after bitmaps, respectively,
-     * and <code>progress</code> is the elapsed fraction of
-     * the effect.</p>
-     * 
-     * <p>Also, there are two optional parameters, <code>width</code>
-     * and <code>height</code>, which if they exist in the shader
-     * will be automatically set to the width and height for the
-     * effect instance target.</p>
+     * pixel-shader program might be optimized out, so your code should
+     * at least reference this input once.</p>
+     * 
+     * <p>There must be at least two other input bitmaps
+     * named <code>from</code> and <code>to</code> 
+     * which represent the before and after bitmap images.
+     * Finally, you must define one 
+     * <code>float</code> parameter named <code>progress</code>
+     * that contains the elapsed fraction of the effect.</p>
+     * 
+     * <p>You can specify two optional parameters, <code>width</code>
+     * and <code>height</code>. If they exist, they 
+     * are automatically set to the width and height of the
+     * effect target.</p>
      * 
      * <p>See the Pixel Bender Toolkit documentation for more
-     * information on writing shaders for Flash.</p>
-     * 
-     * @example To play an effect that uses a fictional Pixel Bender pbj 
-     * file MyShader.pbj, which takes a single <code>direction</code>
-     * parameter, the calling code could do this:
-     * @example <listing version="3.0">
-     *   [Embed(source="MyShader.pbj", mimeType="application/octet-stream")]
-     *   private var ShaderCodeClass:Class;
-     *   var shaderEffect = new AnimateShaderTransition();
-     *   shaderEffect.shaderCode = ShaderCodeClass;
-     *   shaderEffect.shaderProperties = {direction : 1};</listing>
-     * or in MXML code, this:<listing version="3.0">
-     *   &lt;AnimateShaderTransition 
-     *       shaderCode="&64;Embed(source='MyShader.pbj', mimeType='application/octet-stream')"
-     *       shaderProperties="{{direction : 1}}}"/&gt;
-     * </listing>
-     * 
-     * @see flash.display.Shader
-     *  
+     * information on writing pixel-shader programs for Flash. 
+     * You can also look at the source code for the CrossFade.pbk file in the 
+     * frameworks\projects\flex4\src\spark\effects directory of the Flex source code.</p>
+     * 
      *  @langversion 3.0
      *  @playerversion Flash 10
      *  @playerversion AIR 1.5

 * the results may not be as expected. To ensure correct playing of
 * these bitmap-based effects, they should be played alone on
 * their target objects.</p>
 * 
 * @see spark.primitives.GraphicElement
 * @see flash.display.DisplayObject
 *  
 *  @langversion 3.0
 *  @playerversion Flash 10

    
    /**
     * The bitmap data representing the start state of this effect.
     * If this property is not set, it is calculated automatically
     * when the effect is played by taking a snapshot of the target
     * object, or by using a transparent bitmap if the object does not
     * exist in the start view state of a transition.
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10
