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OpenMW/files/shaders/CMakeLists.txt

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CMake
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if (NOT DEFINED OPENMW_RESOURCES_ROOT)
return()
endif()
# Copy resource files into the build directory
set(SDIR ${CMAKE_CURRENT_SOURCE_DIR})
set(DDIRRELATIVE resources/shaders)
set(SHADER_FILES
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groundcover_vertex.glsl
groundcover_fragment.glsl
water_vertex.glsl
water_fragment.glsl
water_nm.png
alpha.glsl
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depth.glsl
objects_vertex.glsl
objects_fragment.glsl
openmw_fragment.glsl
openmw_fragment.h.glsl
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openmw_fragment_multiview.glsl
openmw_vertex.glsl
openmw_vertex.h.glsl
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openmw_vertex_multiview.glsl
terrain_vertex.glsl
terrain_fragment.glsl
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lighting.glsl
lighting_util.glsl
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parallax.glsl
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s360_fragment.glsl
s360_vertex.glsl
shadows_vertex.glsl
shadows_fragment.glsl
shadowcasting_vertex.glsl
shadowcasting_fragment.glsl
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vertexcolors.glsl
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multiview_resolve_vertex.glsl
multiview_resolve_fragment.glsl
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nv_default_vertex.glsl
nv_default_fragment.glsl
nv_nolighting_vertex.glsl
nv_nolighting_fragment.glsl
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blended_depth_postpass_vertex.glsl
blended_depth_postpass_fragment.glsl
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gui_vertex.glsl
gui_fragment.glsl
debug_vertex.glsl
debug_fragment.glsl
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sky_vertex.glsl
sky_fragment.glsl
skypasses.glsl
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softparticles.glsl
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hdr_resolve_fragment.glsl
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hdr_luminance_fragment.glsl
fullscreen_tri_vertex.glsl
fullscreen_tri_fragment.glsl
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fog.glsl
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precipitation_vertex.glsl
precipitation_fragment.glsl
)
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copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_RESOURCES_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")