#include <string.h>
#include <dali/public-api/rendering/shader.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
+
namespace Dali
{
vertexShaderString.append( vertexShader );
fragmentShaderString.append( fragmentShader );
- customShader[ "vertexShader" ] = vertexShaderString;
- customShader[ "fragmentShader" ] = fragmentShaderString;
+ customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShaderString;
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
- customShader[ "subdivideGridX" ] = 20;
- customShader[ "subdivideGridY" ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
- customShader[ "hints" ] = "outputIsTransparent";
+ customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ "shader" ] = customShader;
+ map[ Visual::Property::SHADER ] = customShader;
return map;
}