namespace
{
-const char * const RENDERER_TYPE("renderer-type");
-const char * const RENDERER_TYPE_VALUE("border-renderer");
+const char * const RENDERER_TYPE("rendererType");
+const char * const RENDERER_TYPE_VALUE("borderRenderer");
-const char * const COLOR_NAME("border-color");
-const char * const COLOR_UNIFORM_NAME("uBorderColor");
-const char * const SIZE_NAME("border-size");
-const char * const SIZE_UNIFORM_NAME("uBorderSize");
+const char * const COLOR_NAME("borderColor");
+const char * const SIZE_NAME("borderSize");
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
attribute mediump vec2 aDrift;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
- uniform mediump float uBorderSize;\n
+ uniform mediump float borderSize;\n
\n
void main()\n
{\n
- vec2 position = aPosition*uSize.xy + aDrift*uBorderSize;\n
+ vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 uBorderColor;\n
+ uniform lowp vec4 borderColor;\n
\n
void main()\n
{\n
- gl_FragColor = uBorderColor*uColor;\n
+ gl_FragColor = borderColor*uColor;\n
}\n
);
}
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBorderColor );
+ mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f )
{
(mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_UNIFORM_NAME, mBorderSize );
+ mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
}
void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const
if( !geometry )
{
geometry = CreateBorderGeometry();
- mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ mFactoryCache.SaveGeometry( RendererFactoryCache::BORDER_GEOMETRY, geometry );
}
Shader shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
+ mFactoryCache.SaveShader( RendererFactoryCache::BORDER_SHADER, shader );
}
Material material = Material::New( shader );