X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=docs%2Fcontent%2Fprogramming-guide%2Fshader-intro.h;h=9fcb679d3110e93766b6111a346ed01ebd04e5ca;hp=54c89098d7ec1e1da7c6e27fcae19772258265e4;hb=2e9a7bf1c9a17cef275dd9661462767d7ac45124;hpb=331dbcb84b716d8c889a30e2cf5afa0359384bd1 diff --git a/docs/content/programming-guide/shader-intro.h b/docs/content/programming-guide/shader-intro.h index 54c8909..9fcb679 100644 --- a/docs/content/programming-guide/shader-intro.h +++ b/docs/content/programming-guide/shader-intro.h @@ -45,8 +45,8 @@ * * Property::Map customShader; * - * customShader.Insert(“vertex-shader”, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used - * customShader.Insert(“fragment-shader”, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used + * customShader.Insert(“vertexShader”, VERTEX_SHADER); //if this is not set then the default ImageView vertex shader will be used + * customShader.Insert(“fragmentShader”, FRAGMENT_SHADER); //if this is not set then the default ImageView fragment shader will be used * * Property::Map map; * map.Insert(“shader”, customShader); @@ -59,21 +59,21 @@ * @code * int X_SUB_DIVISIONS = 20; * int Y_SUB_DIVISIONS = 20; - * customShader.Insert(“subdivide-grid-x”, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, don’t add if you just want to use a quad - * customShader.Insert(“subdivide-grid-y”, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, don’t add if you just want to use a quad + * customShader.Insert(“subdivideGridX”, X_SUB_DIVISIONS); //optional number of times to subdivide the grid horizontally, don’t add if you just want to use a quad + * customShader.Insert(“subdivideGridY”, Y_SUB_DIVISIONS); //optional number of times to subdivide the grid vertically, don’t add if you just want to use a quad * * //shader hints can be an array or a string * optional array of shader hints * * Property::Array shaderHints; - * shaderHints.PushBack(“requires-self-depth-test”); - * shaderHints.PushBack(“output-is-transparent”); - * shaderHints.PushBack(“output-is-opaque”); - * shaderHints.PushBack(“modifies-geometry”); + * shaderHints.PushBack(“requiresSelfDepthTest”); + * shaderHints.PushBack(“outputIsTransparent”); + * shaderHints.PushBack(“outputIsOpaque”); + * shaderHints.PushBack(“modifiesGeometry”); * customShader.Insert(“hints”, shaderHints); * * //or optional single shader hint as a string - * //customShader.Insert(“hints”, “output-is-transparent”); + * //customShader.Insert(“hints”, “outputIsTransparent”); * @endcode * * The value of a uniform can be set on the imageView