//INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
namespace Dali
//Illumination in Model-View space - Transform attributes and uniforms\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
float lightDiffuse = max( dot( vecToLight, normal ), 0.0 );\n
//Illumination in Model-View space - Transform attributes and uniforms\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 normal = normalize( uNormalMatrix * mat3( uObjectMatrix ) * aNormal );\n
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
vertexPosition = uMvpMatrix * vertexPosition;\n
vec4 vertPos = uModelView * vec4( aPosition.xyz, 1.0 );\n
- vec4 centre = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
- vec4 lightPos = vec4( centre.x, centre.y, uLightPosition.z, 1.0 );\n
+ vec4 center = uModelView * vec4( 0.0, 0.0, 0.0, 1.0 );\n
+ vec4 lightPos = vec4( center.x, center.y, uLightPosition.z, 1.0 );\n
vec3 tangent = normalize( uNormalMatrix * aTangent );
vec3 binormal = normalize( uNormalMatrix * aBiNormal );