mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 10:26:41 +00:00 
			
		
		
		
	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
		
			
				
	
	
		
			60 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			CMake
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			CMake
		
	
	
	
	
	
| if (NOT DEFINED OPENMW_RESOURCES_ROOT)
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|     return()
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| endif()
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| 
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| # Copy resource files into the build directory
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| set(SDIR ${CMAKE_CURRENT_SOURCE_DIR})
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| set(DDIRRELATIVE resources/shaders)
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| 
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| set(SHADER_FILES
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|     groundcover_vertex.glsl
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|     groundcover_fragment.glsl
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|     water_vertex.glsl
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|     water_fragment.glsl
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|     water_nm.png
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|     alpha.glsl
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|     depth.glsl
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|     objects_vertex.glsl
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|     objects_fragment.glsl
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|     openmw_fragment.glsl
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|     openmw_fragment.h.glsl
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|     openmw_fragment_multiview.glsl
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|     openmw_vertex.glsl
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|     openmw_vertex.h.glsl
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|     openmw_vertex_multiview.glsl
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|     terrain_vertex.glsl
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|     terrain_fragment.glsl
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|     lighting.glsl
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|     lighting_util.glsl
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|     parallax.glsl
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|     s360_fragment.glsl
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|     s360_vertex.glsl
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|     shadows_vertex.glsl
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|     shadows_fragment.glsl
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|     shadowcasting_vertex.glsl
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|     shadowcasting_fragment.glsl
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|     vertexcolors.glsl
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| 	multiview_resolve_vertex.glsl
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| 	multiview_resolve_fragment.glsl
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|     nv_default_vertex.glsl
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|     nv_default_fragment.glsl
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|     nv_nolighting_vertex.glsl
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|     nv_nolighting_fragment.glsl
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|     blended_depth_postpass_vertex.glsl
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|     blended_depth_postpass_fragment.glsl
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|     gui_vertex.glsl
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|     gui_fragment.glsl
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|     debug_vertex.glsl
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|     debug_fragment.glsl
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|     sky_vertex.glsl
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|     sky_fragment.glsl
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|     skypasses.glsl
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|     softparticles.glsl
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|     hdr_resolve_fragment.glsl
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|     hdr_luminance_fragment.glsl
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|     fullscreen_tri_vertex.glsl
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|     fullscreen_tri_fragment.glsl
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|     fog.glsl
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| )
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| 
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| copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_RESOURCES_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")
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