VisualFactory factory = VisualFactory::Get();
Property::Map properties;
Property::Map shader;
+ const std::string vertexShader = "Foobar";
const std::string fragmentShader = "Foobar";
shader[Dali::Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Dali::Toolkit::Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
Property::Map transformMap;
transformMap["size"] = Vector2( 0.5f, 0.5f ) ;
DALI_TEST_EQUALS( renderer.GetProperty( index ), Property::Value(Vector2(0.5, 0.5)), 0.001, TEST_LOCATION );
Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
- // *map["vertex"]; is default here so not verifying it
-
DALI_TEST_EQUALS( fragmentShader, fragment->Get<std::string>(), TEST_LOCATION );
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get<std::string>(), TEST_LOCATION );
+
END_TEST;
}