#include <dali/public-api/rendering/shader.h>
// Shader uniforms:
-const char * const COLOR_UNIFORM_NAME( "uColor" );
-const char * const OBJECT_DIMENSIONS_UNIFORM_NAME( "uObjectDimensions" );
-const char * const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition";
-const char * const POSITION( "aPosition");
-const char * const NORMAL( "aNormal" );
-const char * const TEXTURE( "aTexCoord" );
+const char* const COLOR_UNIFORM_NAME("uColor");
+const char* const OBJECT_DIMENSIONS_UNIFORM_NAME("uObjectDimensions");
+const char* const LIGHT_POSITION_UNIFORM_NAME = "uLightPosition";
+const char* const POSITION("aPosition");
+const char* const NORMAL("aNormal");
+const char* const TEXTURE("aTexCoord");
+
+// clang-format off
// Shader for basic, per-vertex lighting (vertex):
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
}
);
+// clang-format on
+
#endif // DALI_DEMO_RENDERER_STENCIL_SHADERS_H