namespace
{
-// Property names.
-const char * const TEXT_PROPERTY( "text" );
+// Property names - common properties defined in visual-string-constants.h/cpp
const char * const FONT_FAMILY_PROPERTY( "fontFamily" );
const char * const FONT_STYLE_PROPERTY( "fontStyle" );
const char * const POINT_SIZE_PROPERTY( "pointSize" );
uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
uniform lowp vec4 uColor;\n
+ uniform lowp vec4 mixColor;\n
\n
void main()\n
{\n
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * mixColor;\n
}\n
);
mControl = actor;
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY , geometry );
- }
- Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
- mFactoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER );
+ if( ! shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+ mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
+ }
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );