// INTERNAL INCLUDES
#include "shared/view.h"
+#include "generated/mesh-morph-vert.h"
+#include "generated/mesh-morph-frag.h"
using namespace Dali;
namespace
{
-#define MAKE_SHADER(A) #A
-
-const char* VERTEX_SHADER = MAKE_SHADER(
- attribute mediump vec2 aInitPos;
- attribute mediump vec2 aFinalPos;
- attribute mediump vec3 aColor;
- uniform mediump mat4 uMvpMatrix;
- uniform mediump vec3 uSize;
- uniform mediump float uDelta;
- uniform lowp vec4 uColor;
- varying lowp vec4 vColor;
-
- void main() {
- mediump vec4 vertexPosition = vec4(mix(aInitPos, aFinalPos, uDelta), 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- vertexPosition = uMvpMatrix * vertexPosition;
- gl_Position = vertexPosition;
- vColor = vec4(aColor, 0.) * uColor;
- });
-
-const char* FRAGMENT_SHADER = MAKE_SHADER(
- varying lowp vec4 vColor;
-
- void main() {
- gl_FragColor = vColor;
- });
Geometry CreateGeometry()
{
// The Init signal is received once (only) during the Application lifetime
- mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER);
+ mShader = Shader::New(SHADER_MESH_MORPH_VERT, SHADER_MESH_MORPH_FRAG);
mGeometry = CreateGeometry();
mRenderer = Renderer::New(mGeometry, mShader);