application.Render(100);
// register another custom property as well
- Property::Index customIndex = shader.RegisterProperty("uCustom", Vector3(1, 2, 3));
+ Property::Index customIndex = shader.RegisterProperty("uCustom3", Vector3(1, 2, 3));
DALI_TEST_EQUALS(shader.GetProperty<Vector3>(customIndex), Vector3(1, 2, 3), TEST_LOCATION);
application.SendNotification();
DALI_TEST_EQUALS(actualValue, Color::TRANSPARENT, TEST_LOCATION);
Vector3 customValue;
- DALI_TEST_CHECK(gl.GetUniformValue<Vector3>("uCustom", customValue));
+ DALI_TEST_CHECK(gl.GetUniformValue<Vector3>("uCustom3", customValue));
DALI_TEST_EQUALS(customValue, Vector3(1, 2, 3), TEST_LOCATION);
END_TEST;
}