+ Property::Value* shaderValue = map.Find( Toolkit::VisualProperty::SHADER, CUSTOM_SHADER );
+ // set image only if property map contains image information other than custom shader
+ if( map.Count() > 1u || !shaderValue )
+ {
+ impl.SetImage( map );
+ }
+ // the property map contains only the custom shader
+ else if( impl.mVisual && map.Count() == 1u && shaderValue )
+ {
+ Property::Map shaderMap;
+ if( shaderValue->Get( shaderMap ) )
+ {
+ Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
+ visual.SetCustomShader( shaderMap );
+ if( imageView.OnStage() )
+ {
+ // force to create new core renderer to use the newly set shader
+ visual.SetOffStage( imageView );
+ visual.SetOnStage( imageView );
+ }
+ }
+ }