 
 import mx.containers.Panel;
 import mx.core.Application;
+import mx.core.IUIComponent;
 import mx.core.UIComponent;
-
-import spark.effects.AnimateShaderTransition;
-import spark.effects.SimpleMotionPath;
+import mx.resources.IResourceManager;
+import mx.resources.ResourceManager;
+
+import spark.effects.AnimateTransitionShader;
 import spark.effects.animation.Animation;
+import spark.effects.animation.MotionPath;
+import spark.effects.animation.SimpleMotionPath;
+import spark.primitives.supportClasses.GraphicElement;
+import spark.utils.BitmapUtil;
     
 /**
- *  The AnimateShaderTransitionInstance class implements the instance class for the
- *  AnimateShaderTransition effect. Flex creates an instance of this class when
- *  it plays a AnimateShaderTransition effect; you do not create one yourself.
+ *  The AnimateTransitionShaderInstance class implements the instance class for the
+ *  AnimateTransitionShader effect. Flex creates an instance of this class when
+ *  it plays a AnimateTransitionShader effect; you do not create one yourself.
  *
- *  @see spark.effects.AnimateShaderTransition
+ *  @see spark.effects.AnimateTransitionShader
  *  
  *  @langversion 3.0
  *  @playerversion Flash 10
  *  @playerversion AIR 1.5
  *  @productversion Flex 4
  */
-public class AnimateShaderTransitionInstance extends AnimateInstance
+public class AnimateTransitionShaderInstance extends AnimateInstance
 {
     include "../../core/Version.as";
 

        super.play();
    }    
    
    /**
     * Unlike Animate's setValue we assign the new value to the filter
     * associated with our effect instance rather than the target of 

    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.
