#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+#include <dali/devel-api/rendering/shader-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/devel-api/graphics/builtin-shader-extern-gen.h>
namespace Dali
{
const char * const NORMAL( "aNormal" );
const char * const INDICES( "aIndices" );
+#if 0
//A simple shader that applies diffuse lighting to a mono-coloured object.
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute highp vec3 aPosition;\n
gl_FragColor = vec4( vIllumination.rgb * baseColor.rgb, baseColor.a );\n
}\n
);
-
+#endif
} // unnamed namespace
PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
void PrimitiveVisual::CreateShader()
{
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- UpdateShaderUniforms();
+ mShader = DevelShader::New<uint32_t>(
+ GraphicsGetBuiltinShaderId( SHADER_PRIMITIVE_VISUAL_SHADER_VERT ),
+ GraphicsGetBuiltinShaderId( SHADER_PRIMITIVE_VISUAL_SHADER_FRAG ),
+ DevelShader::ShaderLanguage::SPIRV_1_0, Property::Map().Add("tag", 500) );
+
+ UpdateShaderUniforms();
}
void PrimitiveVisual::CreateGeometry()