// INTERNAL INCLUDES
#include "shared/utility.h"
+#include "generated/compressed-texture-formats-example-vert.h"
+#include "generated/compressed-texture-formats-example-frag.h"
using namespace Dali;
using Dali::Toolkit::TextLabel;
const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx";
const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc";
-// clang-format off
-static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- varying mediump vec2 vTexCoord;\n
- void main()\n
- {\n
- vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n
- gl_Position = uMvpMatrix * position;\n
- vTexCoord = aTexCoord;\n
- }\n
-);
-
-static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform sampler2D sTexture;\n
- varying mediump vec2 vTexCoord;\n
-
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
- }\n
-);
-// clang-format on
-
/**
* @brief Create a renderer to render an image and adds it to an actor
* @param[in] imagePath The path where the image file is located
//Create the geometry and the shader renderers will use
Geometry geometry = DemoHelper::CreateTexturedQuad();
- Shader shader = Shader::New(VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE);
+ Shader shader = Shader::New(SHADER_COMPRESSED_TEXTURE_FORMATS_EXAMPLE_VERT, SHADER_COMPRESSED_TEXTURE_FORMATS_EXAMPLE_FRAG);
// Add images.
Actor actor = Actor::New();