{
// append the default version
std::string fragmentShader(
+ "precision mediump float;\n"
"uniform float uAmplitude;\n"
"uniform float uTime;\n"
"void main()\n"
// Create the implementation, temporarily owned on stack
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
- "",
- fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
- ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
+ "", fragmentShader,
+ Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
+ ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
/* Pass ownership to Ripple2DEffect through overloaded constructor, So that it now has access to the
Dali::ShaderEffect implementation */