Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertextShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));
shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f), ShaderEffect::COORDINATE_TYPE_VIEWPORT_POSITION );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"",
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uStep", 0.0f );
ShaderEffect shaderEffect;
shaderEffect = ShaderEffect::New( "", fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
shaderEffect.SetUniform( "uAssignedColor", color );
ShaderEffect shaderEffect = ShaderEffect::New(
vertexShader,
"",
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ));
{
shaderEffect = Dali::ShaderEffect::New(
prefixHighPrecision+vertexShader, prefixHighPrecision + fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
}
else
{
shaderEffect = Dali::ShaderEffect::New(
prefixMediumPrecision+vertexShader, prefixMediumPrecision + fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
}
ShaderEffect shaderEffect = ShaderEffect::New(
vertexShaderStringStream.str(), fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ) );
//Register uniform properties
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix(
"", "",
fragmentShaderPrefix, fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING));
shaderEffect.SetUniform("uSmoothing",0.5f);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform( "uRadius", 0.0f );
ShaderEffect shaderEffect = ShaderEffect::New(
"", // Use default
ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
shaderEffect.SetEffectImage( maskImage );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ));
shaderEffect.SetUniform("uAlpha", 1.0f);
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
ShaderEffect shader = ShaderEffect::New( vertexSource, fragmentSource,
- GeometryType(GEOMETRY_TYPE_IMAGE),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID) );
//////////////////////////////////////
// NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
ShaderEffect shaderEffect = ShaderEffect::New(
- vertexSource, fragmentSource, GeometryType( GEOMETRY_TYPE_IMAGE ),
+ vertexSource, fragmentSource,
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ) );
ShaderEffect maskEffect = ShaderEffect::New(
ALPHA_MASK_VERTEX_SHADER_SOURCE,
ALPHA_MASK_FRAGMENT_SHADER_SOURCE,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
ShaderEffect shaderEffect = ShaderEffect::New(
"", // Use default
OVERLAY_FRAGMENT_SHADER_SOURCE,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
shaderEffect.SetEffectImage( overlayImage );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::NewWithPrefix(
vertexShaderPrefix.str(),vertexShader,
- "#extension GL_OES_standard_derivatives:enable\n", fragmentShader,
- GeometryType(GEOMETRY_TYPE_UNTEXTURED_MESH) );
+ "#extension GL_OES_standard_derivatives:enable\n", fragmentShader );
//Set default uniform values
shaderEffect.SetUniform( "uColor", Vector4(1.0f,1.0f,1.0f,1.0f) );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader, imageFragmentShader,
- GeometryType(GEOMETRY_TYPE_IMAGE), ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
+ ShaderEffect::GeometryHints(ShaderEffect::HINT_GRID) );
shaderEffect.SetUniform( "uAmplitude", 0.0f );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"", fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader,
"",
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID ));
switch(type)
{
case SOFT_BUTTON_RECTANGULAR:
- shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+ shader = ShaderEffect::New( vertexSource, fragmentSourceRectangular, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
break;
case SOFT_BUTTON_ELLIPTICAL:
- shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+ shader = ShaderEffect::New( vertexSource, fragmentSourceElliptical, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
break;
case SOFT_BUTTON_FIXED:
default:
- shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, GeometryType( GEOMETRY_TYPE_IMAGE ), ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
+ shader = ShaderEffect::New( vertexSource, fragmentSourceFixed, ShaderEffect::GeometryHints( ShaderEffect::HINT_NONE ));
break;
}
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
vertexShader, fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uCenter", Vector2(0.0f, 0.0f) );
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"",
fragmentShader,
- GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uTextureSize", Vector2(1.0f, 1.0f) );//COORDINATE_TYPE_DEFAULT
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New(
"",
fragmentShader,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING | ShaderEffect::HINT_GRID ));
shaderEffect.SetUniform( "uAngle", 0.0f );
{
vertexShaderStringStream<< vertexShader << vertexShaderWithFakedShadow << vertexShaderEnd;
fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderWithFakedShadow << fragmentShaderPartTwo;
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
+ shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER | ShaderEffect::HINT_BLENDING) );
}
else
{
vertexShaderStringStream<< vertexShader << vertexShaderEnd;
fragmentShaderStringStream<< fragmentShaderPartOne << fragmentShaderPartTwo;
- shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(), GeometryType( GEOMETRY_TYPE_IMAGE ),
+ shaderEffectCustom = Dali::ShaderEffect::New( vertexShaderStringStream.str(), fragmentShaderStringStream.str(),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_DEPTH_BUFFER ) );
}
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
- Dali::GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_GRID | ShaderEffect::HINT_BLENDING ));
// Create render targets needed for rendering from light's point of view
);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
- Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
return shaderEffect;
}
);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
- Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
return shaderEffect;
}
);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( vertexShader, fragmentShader,
- Dali::GeometryType( Dali::GEOMETRY_TYPE_TEXTURED_MESH ),
Dali::ShaderEffect::GeometryHints( Dali::ShaderEffect::HINT_NONE ) );
return shaderEffect;
}