/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// For underlay rendering mode, camera display area have to be transparent.
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
- Shader shader = Shader::New(SHADER_VIDEO_VIEW_VERT, SHADER_VIDEO_VIEW_FRAG);
+ Shader shader = Shader::New(SHADER_VIDEO_VIEW_VERT, SHADER_VIDEO_VIEW_FRAG, Shader::Hint::NONE, "CAMERA_VIEW_OVERLAY");
mOverlayRenderer = Renderer::New(geometry, shader);
mOverlayRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
Dali::Shader CameraView::CreateShader(Dali::NativeImageSourcePtr nativeImageSourcePtr)
{
- std::string vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
+ std::string vertexShader = SHADER_VIDEO_VIEW_TEXTURE_VERT.data();
std::string fragmentShader = SHADER_VIDEO_VIEW_TEXTURE_FRAG.data();
nativeImageSourcePtr->ApplyNativeFragmentShader(fragmentShader);
- return Dali::Shader::New(vertexShader, fragmentShader);
+ return Dali::Shader::New(vertexShader, fragmentShader, Shader::Hint::NONE, "CAMERA_VIEW");
}
} // namespace Internal