}
case BlendMode::AUTO:
{
- bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+ bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT ) );
if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
{
opacity = Renderer::TRANSLUCENT;