{
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadIndexFormat[ "indices" ] = Property::INTEGER;
- mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
-
+ mHighlightShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
SetupTouchEvents();
}
if( !mHighlightRenderer )
{
- mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightMaterial );
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightShader );
mHighlightActor.AddRenderer( mHighlightRenderer );
}
}
Actor mHighlightActor; ///< Actor to display highlight
Renderer mHighlightRenderer;
- Material mHighlightMaterial; ///< Material used for highlight
+ Shader mHighlightShader; ///< Shader used for highlight
Property::Map mQuadVertexFormat;
Property::Map mQuadIndexFormat;
PopupImpl mCopyPastePopup;