#include <dali/public-api/object/property-array.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/gradient-visual-properties.h>
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump mat3 uAlignmentMatrix;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vPosition;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
}
}
-void GradientVisual::DoSetOnStage( Actor& actor )
+void GradientVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
- // If opaque then no need to have blending
+ // If opaque and then no need to have blending
if( mIsOpaque )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
case Property::ARRAY:
{
- Property::Array* offsetArray = value->GetArray();
+ const Property::Array* offsetArray = value->GetArray();
if( offsetArray )
{
unsigned int numStop = offsetArray->Count();