#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- mShadowVisualMap[ Toolkit::VisualProperty::SHADER ] = customShader;
+ mShadowVisualMap[ Toolkit::DevelVisual::Property::SHADER ] = customShader;
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );