- // Set up blur-two-pass custom shader
- std::ostringstream fragmentSource;
- fragmentSource << "#define NUM_SAMPLES " << kernelSize << "\n";
- fragmentSource << BLUR_TWO_PASS_FRAGMENT_SOURCE;
-
- Property::Map customShader;
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource.str();
- Property::Map visualMap;
- visualMap.Insert( Toolkit::DevelVisual::Property::SHADER, customShader );
- mActorForInput.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
- mActorForHorz.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
-
- // Set up blend-two-image custom shader
- customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = BLEND_TWO_IMAGES_FRAGMENT_SOURCE;
- visualMap[ Toolkit::DevelVisual::Property::SHADER ] = customShader;
- mActorForBlending.SetProperty( Toolkit::ImageView::Property::IMAGE, visualMap );
-
- mRootActor.Add( mActorForInput );
- mRootActor.Add( mActorForHorz );
- mRootActor.Add( mActorForBlending );
-
- // Add effect texture to blend-two-image custom shader
- TextureSet textureSet = mActorForBlending.GetRendererAt(0).GetTextures();
- if( textureSet )
- {
- TextureSetImage( textureSet, 1u, mInputImage );
- }