- geometry = CreateGeometry( mFactoryCache, mImpl->mCustomShader->mGridSize );
- if( mImpl->mCustomShader->mVertexShader.empty() && mImpl->mCustomShader->mFragmentShader.empty() )
- {
- // Use custom hints
- shader = Shader::New( mImageVisualShaderFactory.GetVertexShaderSource(), mImageVisualShaderFactory.GetFragmentShaderSource(), mImpl->mCustomShader->mHints );
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- }
- else
- {
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
- mImpl->mCustomShader->mHints );
- if( mImpl->mCustomShader->mVertexShader.empty() )
- {
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- }
- }
+ vertexShader = mImageVisualShaderFactory.GetVertexShaderSource();
+ }
+
+ std::string fragmentShader;
+ if(mImpl->mCustomShader && !mImpl->mCustomShader->mFragmentShader.empty())
+ {
+ fragmentShader = mImpl->mCustomShader->mFragmentShader;
+ }
+ else
+ {
+ fragmentShader = mImageVisualShaderFactory.GetFragmentShaderSource();
+ }
+
+ // If the texture is native, we may need to change prefix and sampler in
+ // the fragment shader
+ bool modifiedFragmentShader = false;
+ if(mTextures && DevelTexture::IsNative(mTextures.GetTexture(0)))
+ {
+ Texture nativeTexture = mTextures.GetTexture(0);
+ modifiedFragmentShader = DevelTexture::ApplyNativeFragmentShader(nativeTexture, fragmentShader);
+ }
+
+ const bool useStandardShader = !mImpl->mCustomShader && !modifiedFragmentShader;
+ if(useStandardShader)
+ {
+ // Create and cache the standard shader
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ mImpl->mFlags & Impl::IS_ATLASING_APPLIED,
+ mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE,
+ IsRoundedCornerRequired() );
+ }
+ else if(mImpl->mCustomShader)
+ {
+ shader = Shader::New(vertexShader, fragmentShader, mImpl->mCustomShader->mHints);
+ }
+ else
+ {
+ shader = Shader::New(vertexShader, fragmentShader);
+ }
+
+ if(usesWholeTexture)
+ {
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );