#include <dali-toolkit/internal/text/text-controller-impl-event-handler.h>
#include <dali-toolkit/internal/text/text-run-container.h>
#include <dali-toolkit/internal/text/text-selection-handle-controller.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
using namespace Dali;
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, true, "LOG_TEXT_CONTROLS");
#endif
-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_SHADER_BACKGROUND = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute mediump vec4 aColor;
-varying mediump vec4 vColor;
-uniform highp mat4 uMvpMatrix;
-
-void main()
-{
- mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- gl_Position = uMvpMatrix * position;
- vColor = aColor;
-}
-);
-
-const char* FRAGMENT_SHADER_BACKGROUND = MAKE_SHADER(
-varying mediump vec4 vColor;
-uniform lowp vec4 uColor;
-
-void main()
-{
- gl_FragColor = vColor * uColor;
-}
-);
-
struct BackgroundVertex
{
Vector2 mPosition; ///< Vertex posiiton
if( !mShaderBackground )
{
- mShaderBackground = Shader::New( VERTEX_SHADER_BACKGROUND, FRAGMENT_SHADER_BACKGROUND );
+ mShaderBackground = Shader::New( SHADER_TEXT_CONTROLLER_BACKGROUND_SHADER_VERT, SHADER_TEXT_CONTROLLER_BACKGROUND_SHADER_FRAG );
}
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, mShaderBackground );