/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
// For underlay rendering mode, video display area have to be transparent.
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
- Shader shader = Shader::New(SHADER_VIDEO_VIEW_VERT, SHADER_VIDEO_VIEW_FRAG);
+ Shader shader = Shader::New(SHADER_VIDEO_VIEW_VERT, SHADER_VIDEO_VIEW_FRAG, Shader::Hint::NONE, "VIDEO_VIEW_OVERLAY");
mOverlayRenderer = Renderer::New(geometry, shader);
mOverlayRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::OFF);
}
DevelTexture::ApplyNativeFragmentShader(mNativeTexture, fragmentShader);
}
- return Dali::Shader::New(vertexShader, fragmentShader);
+ return Dali::Shader::New(vertexShader, fragmentShader, Shader::Hint::NONE, "VIDEO_VIEW");
}
bool VideoView::GetStringFromProperty(const Dali::Property::Value& value, std::string& output)