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Fix doxygen errors and enable doxygen build for devel-api
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
devel-api
/
shader-effects
/
motion-blur-effect.h
diff --git
a/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h
b/dali-toolkit/devel-api/shader-effects/motion-blur-effect.h
index
aede5f1
..
8e71791
100644
(file)
--- a/
dali-toolkit/devel-api/shader-effects/motion-blur-effect.h
+++ b/
dali-toolkit/devel-api/shader-effects/motion-blur-effect.h
@@
-19,7
+19,6
@@
*/
// EXTERNAL INCLUDES
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/shader-effects/shader-effect.h>
namespace Dali
#include <dali/public-api/shader-effects/shader-effect.h>
namespace Dali
@@
-31,7
+30,8
@@
namespace Toolkit
/**
* @brief Set the properties for the motion blur
*
/**
* @brief Set the properties for the motion blur
*
- * @param numBlurSamples Number of samples used by the shader
+ * @param[in] actor The actor that registers the uniform properties
+ * @param[in] numBlurSamples Number of samples used by the shader
*/
inline void SetMotionBlurProperties( Actor& actor, unsigned int numBlurSamples = 8 )
{
*/
inline void SetMotionBlurProperties( Actor& actor, unsigned int numBlurSamples = 8 )
{
@@
-223,14
+223,14
@@
inline Property::Map CreateMotionBlurEffect()
Property::Map map;
Property::Map customShader;
Property::Map map;
Property::Map customShader;
- customShader[ "vertex
-s
hader" ] = vertexSource;
- customShader[ "fragment
-s
hader" ] = fragmentSource;
+ customShader[ "vertex
S
hader" ] = vertexSource;
+ customShader[ "fragment
S
hader" ] = fragmentSource;
- customShader[ "subdivide
-grid-x
" ] = 10;
- customShader[ "subdivide
-grid-y
" ] = 10;
+ customShader[ "subdivide
GridX
" ] = 10;
+ customShader[ "subdivide
GridY
" ] = 10;
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- customShader[ "hints" ] = "output
-is-t
ransparent";
+ customShader[ "hints" ] = "output
IsT
ransparent";
map[ "shader" ] = customShader;
return map;
map[ "shader" ] = customShader;
return map;