-const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE =
- "varying mediump vec2 vTexCoord;\n"
- "uniform sampler2D sTexture;\n"
- "uniform lowp vec4 uColor;\n"
- "uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n"
- "uniform mediump float uSampleWeights[NUM_SAMPLES];\n"
-
- "void main()\n"
- "{\n"
- " mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n"
- " for (int i=1; i<NUM_SAMPLES; ++i)\n"
- " {\n"
- " col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n"
- " }\n"
- " gl_FragColor = col;\n"
- "}\n";
+const char* const GAUSSIAN_BLUR_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform mediump vec2 uSampleOffsets[NUM_SAMPLES];\n
+ uniform mediump float uSampleWeights[NUM_SAMPLES];\n
+
+ void main()\n
+ {\n
+ mediump vec4 col = texture2D(sTexture, vTexCoord + uSampleOffsets[0]) * uSampleWeights[0];\n
+ for (int i=1; i<NUM_SAMPLES; ++i)\n
+ {\n
+ col += texture2D(sTexture, vTexCoord + uSampleOffsets[i]) * uSampleWeights[i];\n
+ }\n
+ gl_FragColor = col;\n
+ }\n
+);