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Vulkan-Samples/samples/extensions/shader_object/CMakeLists.txt
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2025-09-04 10:54:47 +08:00

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CMake

# 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")