// the generated shader strings
#include "dali-shaders.h"
-
// Use pre-compiler constants in order to utilize string concatenation
#define SHADER_DEF_USE_BONES "#define USE_BONES\n"
-#define SHADER_DEF_USE_LIGHTING "#define USE_LIGHTING\n"
#define SHADER_DEF_USE_COLOR "#define USE_COLOR\n"
#define SHADER_DEF_USE_GRADIENT "#define USE_GRADIENT\n"
mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXT, SHADER_GRADIENT_OUTLINE_GLOW, TextDistanceFieldOutlineGlowVertex, TextDistanceFieldOutlineGlowFragment, false );
// Untextured meshes
- mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_DEFAULT,
- UntexturedMeshVertex,
- std::string( SHADER_DEF_USE_LIGHTING ) + UntexturedMeshFragment,
- false );
-
mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_EVENLY_LIT,
UntexturedMeshVertex,
UntexturedMeshFragment,
false );
- mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_LIT,
- std::string( SHADER_DEF_USE_BONES ) + UntexturedMeshVertex,
- std::string( SHADER_DEF_USE_LIGHTING ) + UntexturedMeshFragment,
- true );
-
mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_UNTEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
std::string( SHADER_DEF_USE_BONES ) + UntexturedMeshVertex,
UntexturedMeshFragment,
false );
// Textured meshes
- mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_DEFAULT,
- TexturedMeshVertex,
- std::string( SHADER_DEF_USE_LIGHTING ) + TexturedMeshFragment,
- false );
-
mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_EVENLY_LIT,
TexturedMeshVertex,
TexturedMeshFragment,
false );
- mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_LIT,
- std::string( SHADER_DEF_USE_BONES ) + TexturedMeshVertex,
- std::string( SHADER_DEF_USE_LIGHTING ) + TexturedMeshFragment,
- true );
-
mDefaultShader->SendProgramMessage( GEOMETRY_TYPE_TEXTURED_MESH, SHADER_RIGGED_AND_EVENLY_LIT,
std::string( SHADER_DEF_USE_BONES ) + TexturedMeshVertex,
TexturedMeshFragment,