# Copyright 2023-2025 Nintendo # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. get_filename_component(FOLDER_NAME ${CMAKE_CURRENT_LIST_DIR} NAME) get_filename_component(PARENT_DIR ${CMAKE_CURRENT_LIST_DIR} PATH) get_filename_component(CATEGORY_NAME ${PARENT_DIR} NAME) add_sample( ID ${FOLDER_NAME} CATEGORY ${CATEGORY_NAME} AUTHOR "Nintendo" NAME "Shader Object" DESCRIPTION "Demonstrates how to use VK_EXT_shader_object." SHADER_FILES_GLSL "shader_object/basic_normals.frag" "shader_object/basic_normals.vert" "shader_object/basic_n_dot_l.frag" "shader_object/basic_n_dot_l.vert" "shader_object/basic_pos.frag" "shader_object/basic_pos.vert" "shader_object/basic_uv.frag" "shader_object/basic_uv.vert" "shader_object/skybox.frag" "shader_object/skybox.vert" "shader_object/terrain.frag" "shader_object/terrain.vert" "shader_object/material_gen_normals.geom" "shader_object/material_normals.frag" "shader_object/material_n_dot_l.frag" "shader_object/material_pass_sin_offset.geom" "shader_object/material_pass_through.geom" "shader_object/material_reflective.frag" "shader_object/material_rotates.vert" "shader_object/material_scene.frag" "shader_object/material_scene.vert" "shader_object/material_texture.frag" "shader_object/material_wave_x.vert" "shader_object/material_wave_y.vert" "shader_object/material_wave_z.vert" "shader_object/post_process_brighten.frag" "shader_object/post_process_color_cycle.frag" "shader_object/post_process_edge_detection.frag" "shader_object/post_process_FSQ.vert" "shader_object/post_process_grayscale.frag" "shader_object/post_process_invert.frag" "shader_object/post_process_quantize.frag")