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