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			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_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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