- // Create an ImageActor for compositing the result (scene and bloom textures) to output
- mCompositeImageActor = ImageActor::New();
- mCompositeImageActor.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- mCompositeImageActor.SetShaderEffect( mCompositeShader );
- mCompositeImageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
+ // Create shader used for extracting the bright parts of an image
+ Property::Map customShader;
+ customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
+ Property::Map rendererMap;
+ rendererMap.Insert( "rendererType", "image" );
+ rendererMap.Insert( "shader", customShader );
+ mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
+
+ // Create an image view for compositing the result (scene and bloom textures) to output
+ mCompositeImageView = Toolkit::ImageView::New();
+ mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER );