mNativeTexture = Dali::Texture::New(*nativeImageSourcePtr);
Dali::Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
- Dali::Shader shader = CreateShader(nativeImageSourcePtr->GetCustomFragmentPrefix());
+ Dali::Shader shader = CreateShader(nativeImageSourcePtr);
Dali::TextureSet textureSet = Dali::TextureSet::New();
textureSet.SetTexture(0u, mNativeTexture);
mCameraPlayer.SetDisplayArea(mDisplayArea);
}
-Dali::Shader CameraView::CreateShader(const char* fragmentPrefix)
+Dali::Shader CameraView::CreateShader(Dali::NativeImageSourcePtr nativeImageSourcePtr)
{
- std::string fragmentShader = fragmentPrefix;
- std::string vertexShader;
+ std::string vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
+ std::string fragmentShader = SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
- vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
- fragmentShader += SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
+ nativeImageSourcePtr->ApplyNativeFragmentShader(fragmentShader);
return Dali::Shader::New(vertexShader, fragmentShader);
}