godot/drivers/gles3/shaders/SCsub

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#!/usr/bin/env python
Import("env")
if "GLES3_GLSL" in env["BUILDERS"]:
# find all include files
gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
# find all shader code(all glsl files excluding our include files)
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#gles3_builders.py"])
# compile shaders
# as we have a few, not yet, converted files we name the ones we want to include:
env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("canvas_occlusion.glsl")
env.GLES3_GLSL("canvas_sdf.glsl")
env.GLES3_GLSL("particles.glsl")
env.GLES3_GLSL("particles_copy.glsl")
env.GLES3_GLSL("skeleton.glsl")
# once we finish conversion we can introduce this to cover all files:
# for glsl_file in glsl_files:
# env.GLES3_GLSL(glsl_file)
SConscript("effects/SCsub")