* <h2 class="pg">Custom Shader Effects</h2>
* The custom shader lets the developers create their own shader effects by specifying the vertex and pixel shaders.
*
- * To set a custom shader to ImageRenderer you have to pass it through as a Property::Map
+ * To set a custom shader to ImageVisual you have to pass it through as a Property::Map
* @code
* //an example vertex shader
* const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
*
* Property::Map customShader;
*
- * customShader.Insert(“vertex-shader”, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used
- * customShader.Insert(“fragment-shader”, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used
+ * customShader.Insert(“vertexShader”, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used
+ * customShader.Insert(“fragmentShader”, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used
*
* Property::Map map;
* map.Insert(“shader”, customShader);
* @code
* int X_SUB_DIVISIONS = 20;
* int Y_SUB_DIVISIONS = 20;
- * customShader.Insert(“subdivide-grid-x”, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, don’t add if you just want to use a quad
- * customShader.Insert(“subdivide-grid-y”, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, don’t add if you just want to use a quad
+ * customShader.Insert(“subdivideGridX”, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, don’t add if you just want to use a quad
+ * customShader.Insert(“subdivideGridY”, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, don’t add if you just want to use a quad
*
* //shader hints can be an array or a string
* optional array of shader hints
*
* Property::Array shaderHints;
- * shaderHints.PushBack(“requires-self-depth-test”);
- * shaderHints.PushBack(“output-is-transparent”);
- * shaderHints.PushBack(“output-is-opaque”);
- * shaderHints.PushBack(“modifies-geometry”);
+ * shaderHints.PushBack(“requiresSelfDepthTest”);
+ * shaderHints.PushBack(“outputIsTransparent”);
+ * shaderHints.PushBack(“outputIsOpaque”);
+ * shaderHints.PushBack(“modifiesGeometry”);
* customShader.Insert(“hints”, shaderHints);
*
* //or optional single shader hint as a string
- * //customShader.Insert(“hints”, “output-is-transparent”);
+ * //customShader.Insert(“hints”, “outputIsTransparent”);
* @endcode
*
* The value of a uniform can be set on the imageView