- // Create an ImageActor for rendering from the scene texture to the bloom texture
- mBloomExtractImageActor = Toolkit::ImageView::New();
- mBloomExtractImageActor.SetParentOrigin( ParentOrigin::CENTER );
-
- // 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 );
- mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
-
- // Create an ImageActor for compositing the result (scene and bloom textures) to output
- mCompositeImageActor = Toolkit::ImageView::New();
- mCompositeImageActor.SetParentOrigin( ParentOrigin::CENTER );
-
- // Create shader used to composite bloom and original image to output render target
- customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
- rendererMap[ "shader" ] = customShader;
- mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
-
- // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
- mTargetImageActor = Toolkit::ImageView::New();
- mTargetImageActor.SetParentOrigin( ParentOrigin::CENTER );
+ // Create an image view for rendering from the scene texture to the bloom texture
+ mBloomExtractImageView = Toolkit::ImageView::New();
+ mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER );
+
+ // Create an image view for compositing the result (scene and bloom textures) to output
+ mCompositeImageView = Toolkit::ImageView::New();
+ mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER );
+
+ // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
+ mTargetImageView = Toolkit::ImageView::New();
+ mTargetImageView.SetParentOrigin( ParentOrigin::CENTER );