#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/rendering/texture-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-devel.h>
{
if(!mTextureSet)
{
+ std::string fragmentShader = SHADER_CANVAS_VIEW_FRAG.data();
+ DevelTexture::ApplyNativeFragmentShader(rasterizedTexture, fragmentShader);
+
mTextureSet = TextureSet::New();
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
- Shader shader = Shader::New(SHADER_CANVAS_VIEW_VERT, SHADER_CANVAS_VIEW_FRAG);
+ Shader shader = Shader::New(SHADER_CANVAS_VIEW_VERT, fragmentShader);
Renderer renderer = Renderer::New(geometry, shader);
+
renderer.SetTextures(mTextureSet);
renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
Self().AddRenderer(renderer);