#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/geometry/geometry.h>
#include <dali/public-api/images/frame-buffer-image.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/shader-effects/sampler.h>
-#include <dali/public-api/shader-effects/material.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/sampler.h>
+#include <dali/devel-api/rendering/shader.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
-#include <dali-toolkit/public-api/controls/bubble-effect/bubble-emitter.h>
+#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
namespace Dali
{
unsigned int mDensity; ///< How many bubbles will emit at each time, they are controlled by same uniforms in the shader.
unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
unsigned int mCurrentBubble; ///< Keep track of the index for the newly emitted bubble
+ unsigned int mRandomSeed; ///< Seed to generate random number.
bool mRenderTaskRunning; ///< If the background render task is currently running