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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-07 12:54:00 +00:00
OpenMW/files/shaders/CMakeLists.txt
florent.teppe 43b0ae1ce7 all debug renders now use the same shader and it works
remove debug draw shader, now that debug and debugdraw serve the same function

remove debug draw code from actors to clean

replaced int uniforms with bool for better readability

clang format

cleanup, remove unused func, and mistake whitespace

fix namespace

added more colors

fixed missing whitespace
2022-09-11 17:54:01 +02:00

61 lines
1.5 KiB
CMake

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