+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+}
+
+Shader ColorVisual::GetShader()
+{
+ Shader shader;
+ if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader );
+ }
+ }
+ else if( !IsRoundedCornerRequired() )
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
+ }
+ }
+ else
+ {
+ shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER );
+ if( !shader )
+ {
+ shader = Shader::New( Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data() );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader );
+ }
+ }
+
+ return shader;
+}
+
+Dali::Property ColorVisual::OnGetPropertyObject(Dali::Property::Key key)
+{
+ if(!mImpl->mRenderer)
+ {
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);
+ }
+
+ if((key.type == Property::Key::INDEX && key.indexKey == DevelColorVisual::Property::BLUR_RADIUS) || (key.type == Property::Key::STRING && key.stringKey == BLUR_RADIUS_NAME))
+ {
+ mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
+
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mNeedBlurRadius = true;
+
+ // Change shader
+ UpdateShader();
+
+ return Dali::Property(mImpl->mRenderer, mBlurRadiusIndex);
+ }
+
+ Handle handle;
+ return Dali::Property(handle, Property::INVALID_INDEX);