#include <dali/public-api/rendering/shader.h>
#include <dali/public-api/rendering/texture-set.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+
namespace Dali
{
26.f / 130.f
};
-#define MAKE_SHADER(A)#A
-
-// Modify the vertex position according to the bounce coefficient;
-const char* MESH_VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec3 aPosition1;\n
-attribute mediump vec3 aPosition2;\n
-uniform mediump mat4 uMvpMatrix;\n
-uniform mediump vec3 uSize;
-uniform mediump float uBounceCoefficient;\n
-\n
-void main()\n
-{\n
- gl_Position = uMvpMatrix * vec4(mix( aPosition1, aPosition2, abs(uBounceCoefficient) )*uSize, 1.0);\n
-}
-);
-
-// use the actor color to paint every layer
-const char* MESH_FRAGMENT_SHADER = MAKE_SHADER(
-uniform lowp vec4 uColor;\n
-void main()\n
-{\n
- gl_FragColor = uColor;\n
-}\n
-);
-
} // namespace Anon
Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
meshGeometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the shader
- Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER );
+ Shader shader = Shader::New( SHADER_BOUNCING_EFFECT_MESH_SHADER_VERT, SHADER_BOUNCING_EFFECT_MESH_SHADER_FRAG );
// Create renderer
Renderer renderer = Renderer::New( meshGeometry, shader );