* "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
*
* @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
- * @return A handle to a newly allocated ShaderEffect
+ * @return The newly created Property::Map with the dissolve effect
*/
inline Property::Map CreateDissolveEffect( bool useHighPrecision = true )
vertexShaderString.append( vertexShader );
fragmentShaderString.append( fragmentShader );
- customShader[ "vertex-shader" ] = vertexShaderString;
- customShader[ "fragment-shader" ] = fragmentShaderString;
+ customShader[ "vertexShader" ] = vertexShaderString;
+ customShader[ "fragmentShader" ] = fragmentShaderString;
- customShader[ "subdivide-grid-x" ] = 20;
- customShader[ "subdivide-grid-y" ] = 20;
+ customShader[ "subdivideGridX" ] = 20;
+ customShader[ "subdivideGridY" ] = 20;
- customShader[ "hints" ] = "output-is-transparent";
+ customShader[ "hints" ] = "outputIsTransparent";
map[ "shader" ] = customShader;
return map;