mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
// register uniforms
- mLightXYOffsetIndex = mMeshActor.RegisterProperty( "light-XY-offset", Vector2::ZERO );
- mMeshActor.AddUniformMapping( mLightXYOffsetIndex, "uLightXYOffset" );
+ mLightXYOffsetIndex = mMeshActor.RegisterProperty( "uLightXYOffset", Vector2::ZERO );
- mLightIntensityIndex = mMeshActor.RegisterProperty( "light-intensity", 2.5f );
- mMeshActor.AddUniformMapping( mLightIntensityIndex, "uLightIntensity" );
+ mLightIntensityIndex = mMeshActor.RegisterProperty( "uLightIntensity", 2.5f );
- mEffectStrengthIndex = mMeshActor.RegisterProperty( "effect-strength", 0.f );
- mMeshActor.AddUniformMapping( mEffectStrengthIndex, "uEffectStrength" );
+ mEffectStrengthIndex = mMeshActor.RegisterProperty( "uEffectStrength", 0.f );
Vector3 lightPosition( -stageSize.x*0.5f, -stageSize.y*0.5f, stageSize.x*0.5f ); // top_left
- Property::Index lightPositionIndex = mMeshActor.RegisterProperty( "light-position", lightPosition );
- mMeshActor.AddUniformMapping( lightPositionIndex, "uLightPosition");
+ mMeshActor.RegisterProperty( "uLightPosition", lightPosition );
- Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "light-spin-offset", Vector2::ZERO );
- mMeshActor.AddUniformMapping( lightSpinOffsetIndex, "uLightSpinOffset" );
+ Property::Index lightSpinOffsetIndex = mMeshActor.RegisterProperty( "uLightSpinOffset", Vector2::ZERO );
- mSpinAngleIndex = mMeshActor.RegisterProperty("spin-angle", 0.f );
+ mSpinAngleIndex = mMeshActor.RegisterProperty("uSpinAngle", 0.f );
Constraint constraint = Constraint::New<Vector2>( mMeshActor, lightSpinOffsetIndex, LightOffsetConstraint(stageSize.x*0.1f) );
constraint.AddSource( LocalSource(mSpinAngleIndex) );
constraint.Apply();