Property::Map customShader;
customShader[ "fragmentShader" ] = BLOOM_EXTRACT_FRAGMENT_SOURCE;
Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "imageRenderer" );
+ rendererMap.Insert( "rendererType", "image" );
rendererMap.Insert( "shader", customShader );
mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
// Create shader used to composite bloom and original image to output render target
customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE;
rendererMap[ "shader" ] = customShader;
- mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );;
+ mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap );
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetImageActor = Toolkit::ImageView::New();