#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/adaptor-framework/pixel-buffer.h>
+// INTERNAL INCLUDES
+#include "generated/simple-text-renderer-vert.h"
+#include "generated/simple-text-renderer-frag.h"
+
using namespace std;
using namespace Dali;
using namespace Dali::Toolkit;
const std::string IMAGE1 = DEMO_IMAGE_DIR "application-icon-1.png";
const std::string IMAGE2 = DEMO_IMAGE_DIR "application-icon-6.png";
-#define MAKE_SHADER(A) #A
-
-const std::string VERSION_3_ES = "#version 300 es\n";
-
-const char* VERTEX_SHADER = MAKE_SHADER(
- precision mediump float;
-
- in vec2 aPosition;
- in vec2 aTexCoord;
-
- out vec2 vUV;
-
- uniform vec3 uSize;
- uniform mat4 uMvpMatrix;
-
- void main() {
- vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= uSize;
- gl_Position = uMvpMatrix * vertexPosition;
-
- vUV = aTexCoord;
- });
-
-const char* FRAGMENT_SHADER = MAKE_SHADER(
- precision mediump float;
-
- in vec2 vUV;
-
- out vec4 FragColor;
-
- uniform sampler2D sAlbedo;
- uniform vec4 uColor;
-
- void main() {
- vec4 color = texture(sAlbedo, vUV);
- FragColor = vec4(color.rgb, uColor.a * color.a);
- });
-
Renderer CreateRenderer()
{
// Create the geometry.
geometry.SetType(Geometry::TRIANGLE_STRIP);
// Create the shader
- Shader shader = Shader::New(VERSION_3_ES + VERTEX_SHADER, VERSION_3_ES + FRAGMENT_SHADER);
+ Shader shader = Shader::New(SHADER_SIMPLE_TEXT_RENDERER_VERT, SHADER_SIMPLE_TEXT_RENDERER_FRAG);
// Create the renderer