);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
\n
void main()\n
{\n
- gl_FragColor = vec4(mixColor, 1.0)*uColor;\n
+ gl_FragColor = vec4(0.0);\n
}\n
);
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mOverlayRenderer = Renderer::New( geometry, shader );
-
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ZERO );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE );
- mOverlayRenderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ZERO );
+ mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
if( mIsPlay )