// INTERNAL INCLUDES
#include "shared/utility.h"
+#include "generated/native-image-source-texture-vert.h"
+#include "generated/native-image-source-texture-frag.h"
using namespace Dali;
using namespace Toolkit;
{
static const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D";
- // 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
-
std::string fragmentShader;
//Get custom fragment shader prefix
if(fragmentPrefix)
{
fragmentShader = fragmentPrefix;
- fragmentShader += FRAGMENT_SHADER_TEXTURE;
+ fragmentShader += SHADER_NATIVE_IMAGE_SOURCE_TEXTURE_FRAG.data();
}
else
{
- fragmentShader = FRAGMENT_SHADER_TEXTURE;
+ fragmentShader = SHADER_NATIVE_IMAGE_SOURCE_TEXTURE_FRAG.data();
}
//Get custom sampler type name
fragmentShader.replace(fragmentShader.find(DEFAULT_SAMPLER_TYPENAME), strlen(DEFAULT_SAMPLER_TYPENAME), customSamplerTypename);
}
- return Shader::New(VERTEX_SHADER_TEXTURE, fragmentShader);
+ return Shader::New(SHADER_NATIVE_IMAGE_SOURCE_TEXTURE_VERT, fragmentShader);
}
} // namespace