if (NOT DEFINED OPENMW_RESOURCES_ROOT) return() endif() # Copy resource files into the build directory set(SDIR ${CMAKE_CURRENT_SOURCE_DIR}) set(DDIRRELATIVE resources/shaders) set(SHADER_FILES lib/water/fresnel.glsl lib/water/rain_ripples.glsl lib/water/ripples.glsl lib/view/depth.glsl lib/luminance/constants.glsl lib/particle/soft.glsl lib/particle/occlusion.glsl lib/util/quickstep.glsl lib/util/coordinates.glsl lib/core/fragment.glsl lib/core/fragment.h.glsl lib/core/fragment_multiview.glsl lib/core/vertex.glsl lib/core/vertex.h.glsl lib/core/vertex_multiview.glsl lib/light/lighting.glsl lib/light/lighting_util.glsl lib/sky/passes.glsl lib/material/parallax.glsl lib/material/alpha.glsl compatibility/ripples_blobber.frag compatibility/ripples_simulate.frag compatibility/fog.glsl compatibility/groundcover.vert compatibility/groundcover.frag compatibility/water.vert compatibility/water.frag compatibility/objects.vert compatibility/objects.frag compatibility/terrain.vert compatibility/terrain.frag compatibility/s360.frag compatibility/s360.vert compatibility/shadows_vertex.glsl compatibility/shadows_fragment.glsl compatibility/shadowcasting.vert compatibility/shadowcasting.frag compatibility/vertexcolors.glsl compatibility/multiview_resolve.vert compatibility/multiview_resolve.frag compatibility/depthclipped.vert compatibility/depthclipped.frag compatibility/gui.vert compatibility/gui.frag compatibility/debug.vert compatibility/debug.frag compatibility/sky.vert compatibility/sky.frag compatibility/fullscreen_tri.vert compatibility/fullscreen_tri.frag compatibility/bs/default.vert compatibility/bs/default.frag compatibility/bs/nolighting.vert compatibility/bs/nolighting.frag compatibility/luminance/resolve.frag compatibility/luminance/luminance.frag core/ripples_blobber.comp core/ripples_simulate.comp core/gui.frag core/gui.vert ) copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_RESOURCES_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")