X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Frendering-cube%2Frendering-cube.cpp;h=08cf1c7ec1759963aebe4d28c4548dd6a662307e;hb=422d91612187d1a575b3ed00f7d33cb2d19e02ed;hp=756e8415169940fee8b06d94adac95359c23f41e;hpb=39b38842b9558a3615accb8808888d369735428a;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/rendering-cube/rendering-cube.cpp b/examples/rendering-cube/rendering-cube.cpp index 756e841..08cf1c7 100644 --- a/examples/rendering-cube/rendering-cube.cpp +++ b/examples/rendering-cube/rendering-cube.cpp @@ -18,48 +18,12 @@ #include #include +#include "generated/rendering-cube-vert.h" +#include "generated/rendering-cube-frag.h" + using namespace Dali; using namespace Toolkit; -namespace -{ -// clang-format off - -/* - * Vertex shader - */ -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( -attribute mediump vec3 aPosition;\n // DALi shader builtin -attribute mediump vec3 aColor;\n // DALi shader builtin -uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin -uniform mediump vec3 uSize;\n // DALi shader builtin -\n -varying mediump vec4 vColor;\n -\n -void main()\n -{\n - mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n - vertexPosition.xyz *= uSize;\n - vColor = vec4( aColor, 1.0 );\n - gl_Position = uMvpMatrix * vertexPosition;\n -}\n -); - -/* - * Fragment shader - */ -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( -varying mediump vec4 vColor;\n -\n -void main()\n -{\n - gl_FragColor = vColor;\n -}\n -); -// clang-format on - -} // namespace - // This example shows how to create a cube with colors on each side // class DrawCubeController : public ConnectionTracker @@ -204,14 +168,14 @@ public: } /** - * Creates a shader using inlined variable VERTEX_SHADER and FRAGMENT_SHADER + * Creates a shader using inlined variable SHADER_RENDERING_CUBE_VERT and SHADER_RENDERING_CUBE_FRAG * * Shaders are very basic and all they do is transforming vertices and interpolating * input per-vertex color. */ void CreateCubeShader() { - mShader = Shader::New(VERTEX_SHADER, FRAGMENT_SHADER); + mShader = Shader::New(SHADER_RENDERING_CUBE_VERT, SHADER_RENDERING_CUBE_FRAG); } /**