#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>
#include <dali-toolkit/internal/filters/emboss-filter.h>
#include <dali-toolkit/internal/filters/spread-filter.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace Dali
{
RemoveFilters();
Actor self = Self();
- Property::Map rendererMap;
- rendererMap.Insert( "rendererType", "IMAGE" );
switch( type )
{
}
}
+ Image dummyImage; // Dummy image, force creation of an image visual
+ InitializeVisual( self, mVisualPostFilter, dummyImage );
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;
+ Toolkit::GetImplementation( mVisualPostFilter ).SetCustomShader( customShader );
mEffectType = type;
}