Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
application.Render(0);
Vector4 actualColor(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBorderColor", actualColor ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "borderColor", actualColor ) );
DALI_TEST_EQUALS( actualColor, testColor, TEST_LOCATION );
float actualSize = 0.f;
- DALI_TEST_CHECK( gl.GetUniformValue<float>( "uBorderSize", actualSize ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<float>( "borderSize", actualSize ) );
DALI_TEST_EQUALS( actualSize, testSize, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
application.Render(0);
Vector4 actualColor(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBorderColor", actualColor ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "borderColor", actualColor ) );
DALI_TEST_EQUALS( actualColor, testColor, TEST_LOCATION );
float actualSize = 0.f;
- DALI_TEST_CHECK( gl.GetUniformValue<float>( "uBorderSize", actualSize ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<float>( "borderSize", actualSize ) );
DALI_TEST_EQUALS( actualSize, testSize, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
factory.ResetRenderer( controlRenderer, actor, Color::GREEN );
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
Image bufferImage = CreateBufferImage( 100, 200, Vector4( 1.f, 1.f, 1.f, 1.f ) );
application.SendNotification();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uBlendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
END_TEST;
const char * const RENDERER_TYPE_VALUE("borderRenderer");
const char * const COLOR_NAME("borderColor");
-const char * const COLOR_UNIFORM_NAME("uBorderColor");
const char * const SIZE_NAME("borderSize");
-const char * const SIZE_UNIFORM_NAME("uBorderSize");
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
attribute mediump vec2 aDrift;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
- uniform mediump float uBorderSize;\n
+ uniform mediump float borderSize;\n
\n
void main()\n
{\n
- vec2 position = aPosition*uSize.xy + aDrift*uBorderSize;\n
+ vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 uBorderColor;\n
+ uniform lowp vec4 borderColor;\n
\n
void main()\n
{\n
- gl_FragColor = uBorderColor*uColor;\n
+ gl_FragColor = borderColor*uColor;\n
}\n
);
}
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBorderColor );
+ mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f )
{
(mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_UNIFORM_NAME, mBorderSize );
+ mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
}
void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const
const char * const RENDERER_TYPE("rendererType");
const char * const RENDERER_TYPE_VALUE("colorRenderer");
const char * const COLOR_NAME("blendColor");
-const char * const COLOR_UNIFORM_NAME("uBlendColor");
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 uBlendColor;\n
+ uniform lowp vec4 blendColor;\n
\n
void main()\n
{\n
- gl_FragColor = uBlendColor*uColor;\n
+ gl_FragColor = blendColor*uColor;\n
}\n
);
}
Material material = Material::New( shader );
mImpl->mRenderer = Renderer::New( geometry, material );
- mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
+ mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mBlendColor );
if( mBlendColor.a < 1.f )
{
mImpl->mRenderer.GetMaterial().SetBlendMode( BlendingMode::ON );