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This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
25 lines
846 B
Python
25 lines
846 B
Python
#!/usr/bin/env python
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Import("env")
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if "GLES3_GLSL" in env["BUILDERS"]:
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# find all include files
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gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
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# find all shader code(all glsl files excluding our include files)
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#gles3_builders.py"])
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("copy.glsl")
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env.GLES3_GLSL("scene.glsl")
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env.GLES3_GLSL("sky.glsl")
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env.GLES3_GLSL("cubemap_filter.glsl")
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env.GLES3_GLSL("canvas_occlusion.glsl")
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env.GLES3_GLSL("canvas_sdf.glsl")
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env.GLES3_GLSL("particles.glsl")
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env.GLES3_GLSL("particles_copy.glsl")
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env.GLES3_GLSL("skeleton.glsl")
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