#include <dali/devel-api/images/texture-set-image.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
RemoveFilters();
Actor self = Self();
- Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "IMAGE" );
+ Property::Map visualMap;
+ visualMap.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE );
switch( type )
{
}
Property::Map customShader;
- customShader[ "vertexShader" ] = EFFECTS_VIEW_VERTEX_SOURCE;
- customShader[ "fragmentShader" ] = EFFECTS_VIEW_FRAGMENT_SOURCE;
- rendererMap[ "shader" ] = customShader;
- InitializeVisual( self, mVisualPostFilter, rendererMap );
+ customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = EFFECTS_VIEW_VERTEX_SOURCE;
+ customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = EFFECTS_VIEW_FRAGMENT_SOURCE;
+ visualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
+ InitializeVisual( self, mVisualPostFilter, visualMap );
mEffectType = type;
}