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prism/engine/base/CMakeLists.txt

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include(../../cmake/BuildShaders.cmake)
include(../../cmake/BuildAssets.cmake)
add_custom_target(EngineBase)
add_shaders(TARGET EngineBase
SHADERS
shaders/mesh.vert.nocompile.glsl
shaders/post.vert.glsl
shaders/post.frag.glsl
shaders/imgui.vert.glsl
shaders/imgui.frag.glsl
shaders/debug.vert.glsl
shaders/debug.frag.glsl
shaders/gaussian.vert.glsl
shaders/gaussian.frag.glsl
shaders/shadow.vert.nocompile.glsl
shaders/shadow.frag.glsl
shaders/color.vert.glsl
shaders/color.frag.glsl
shaders/omnishadow.frag.glsl
shaders/edge.vert.glsl
shaders/edge.frag.glsl
shaders/blend.vert.glsl
shaders/blend.frag.glsl
shaders/sky.vert.glsl
shaders/sky.frag.glsl
shaders/billboard.vert.glsl
shaders/billboard.frag.glsl
shaders/scenecapture.vert.nocompile.glsl
shaders/irradiance.vert.glsl
shaders/irradiance.frag.glsl
shaders/filter.vert.glsl
shaders/filter.frag.glsl
shaders/brdf.vert.glsl
shaders/brdf.frag.glsl
shaders/rendering.nocompile.glsl
shaders/common.nocompile.glsl
shaders/dof.vert.glsl
shaders/dof.frag.glsl
shaders/histogram.comp.glsl
shaders/histogram-average.comp.glsl
shaders/expose.frag.glsl
shaders/expose.vert.glsl)
add_content_directory(EngineBase
${CMAKE_CURRENT_SOURCE_DIR}/content
${CMAKE_CURRENT_SOURCE_DIR}/game)
file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/bin/base)
# copy shaders target
add_custom_target(base_copy_shaders
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_BINARY_DIR}/shaders ${CMAKE_BINARY_DIR}/bin/base/shaders)
add_dependencies(EngineBase base_copy_shaders)
# copy game target
add_custom_target(base_copy_game
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/game ${CMAKE_BINARY_DIR}/bin/base)
add_dependencies(EngineBase base_copy_game)