X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fshader-intro.h;h=69e0b11dec249a1605cc48c8b67fe24a28c19d13;hb=647cfb67dc222a7577ca461f2baa7e91359b26e2;hp=54c89098d7ec1e1da7c6e27fcae19772258265e4;hpb=77abc294f7cc107aa575454735a0201b9f3a254a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git
diff --git a/docs/content/programming-guide/shader-intro.h b/docs/content/programming-guide/shader-intro.h
index 54c8909..69e0b11 100644
--- a/docs/content/programming-guide/shader-intro.h
+++ b/docs/content/programming-guide/shader-intro.h
@@ -11,7 +11,7 @@
*
Custom Shader Effects
* 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(
@@ -45,8 +45,8 @@
*
* Property::Map customShader;
*
- * customShader.Insert(âvertex-shaderâ, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used
- * customShader.Insert(âfragment-shaderâ, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used
+ * customShader.Insert(âvertexShaderâ, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used
+ * customShader.Insert(âfragmentShaderâ, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used
*
* Property::Map map;
* map.Insert(âshaderâ, customShader);
@@ -59,21 +59,21 @@
* @code
* int X_SUB_DIVISIONS = 20;
* int Y_SUB_DIVISIONS = 20;
- * customShader.Insert(âsubdivide-grid-xâ, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, donât add if you just want to use a quad
- * customShader.Insert(âsubdivide-grid-yâ, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, donât add if you just want to use a quad
+ * customShader.Insert(âsubdivideGridXâ, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, donât add if you just want to use a quad
+ * customShader.Insert(âsubdivideGridYâ, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, donât 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(ârequires-self-depth-testâ);
- * shaderHints.PushBack(âoutput-is-transparentâ);
- * shaderHints.PushBack(âoutput-is-opaqueâ);
- * shaderHints.PushBack(âmodifies-geometryâ);
+ * shaderHints.PushBack(ârequiresSelfDepthTestâ);
+ * shaderHints.PushBack(âoutputIsTransparentâ);
+ * shaderHints.PushBack(âoutputIsOpaqueâ);
+ * shaderHints.PushBack(âmodifiesGeometryâ);
* customShader.Insert(âhintsâ, shaderHints);
*
* //or optional single shader hint as a string
- * //customShader.Insert(âhintsâ, âoutput-is-transparentâ);
+ * //customShader.Insert(âhintsâ, âoutputIsTransparentâ);
* @endcode
*
* The value of a uniform can be set on the imageView