mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
// Create render targets needed for rendering from light's point of view