const char * const RENDERER_TYPE("rendererType");
const char * const RENDERER_TYPE_VALUE("colorRenderer");
const char * const COLOR_NAME("blendColor");
-const char * const COLOR_UNIFORM_NAME("uBlendColor");
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 uBlendColor;\n
+ uniform lowp vec4 blendColor;\n
\n
void main()\n
{\n
- gl_FragColor = uBlendColor*uColor;\n
+ gl_FragColor = blendColor*uColor;\n
}\n
);
}
Material material = Material::New( shader );
mImpl->mRenderer = Renderer::New( geometry, material );
- mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );
+ mBlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mBlendColor );
if( mBlendColor.a < 1.f )
{
mImpl->mRenderer.GetMaterial().SetBlendMode( BlendingMode::ON );