set(CMAKE_FOLDER "Engine") add_subdirectory(core) add_subdirectory(renderer) add_subdirectory(utility) add_subdirectory(gfx) add_subdirectory(math) add_subdirectory(log) add_subdirectory(asset) add_subdirectory(shadercompiler) add_subdirectory(platform) if(NOT ENABLE_IOS AND NOT ENABLE_TVOS) add_subdirectory(audio) add_subdirectory(tests) endif() include(../cmake/BuildShaders.cmake) add_shaders(TARGET Renderer SHADERS shaders/mesh.vert.nocompile.glsl shaders/post.vert.glsl shaders/post.frag.glsl shaders/text.vert.glsl shaders/text.frag.glsl shaders/ui.vert.glsl shaders/ui.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)