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- #!/usr/bin/env python
- from misc.utility.scons_hints import *
- 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")
- env.GLES3_GLSL("feed.glsl")
- 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")
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