#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include "shared/utility.h"
+#include "generated/perf-scroll-vert.h"
+#include "generated/perf-scroll-frag.h"
using namespace Dali;
using namespace Dali::Toolkit;
Vector2 texCoord;
};
-// clang-format off
-
-const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- varying mediump vec2 vTexCoord;\n
- void main()\n
- {\n
- vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n
- gl_Position = uMvpMatrix * position;\n
- vTexCoord = aTexCoord;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture;\n
- varying mediump vec2 vTexCoord;\n
-
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
-);
-
-// clang-format on
-
bool gUseMesh(false);
bool gNinePatch(false);
unsigned int gRowsPerPage(15);
//Create all the renderers
std::vector<Renderer> renderers(numImages);
- Shader shader = Shader::New(VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE);
+ Shader shader = Shader::New(SHADER_PERF_SCROLL_VERT, SHADER_PERF_SCROLL_FRAG);
Geometry geometry = DemoHelper::CreateTexturedQuad();
for(unsigned int i(0); i < numImages; ++i)
{