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