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test/source/blender/compositor/shaders/CMakeLists.txt

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CMake

# SPDX-FileCopyrightText: 2024 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
set(INC_GLSL
.
..
./library
../../gpu
../../gpu/intern
../../gpu/shaders
../../gpu/shaders/common
../../gpu/shaders/infos
)
set(SRC_GLSL_COMP
# TODO: Port to C++ compilation
# compositor_alpha_crop.glsl
# compositor_bilateral_blur.glsl
# compositor_bokeh_blur_variable_size.glsl
# compositor_bokeh_blur.glsl
# compositor_bokeh_image.glsl
# compositor_box_mask.glsl
# compositor_compute_preview.glsl
# compositor_convert.glsl
# compositor_cryptomatte_image.glsl
# compositor_cryptomatte_matte.glsl
# compositor_cryptomatte_pick.glsl
# compositor_defocus_blur.glsl
# compositor_defocus_radius_from_depth.glsl
# compositor_defocus_radius_from_scale.glsl
# compositor_deriche_gaussian_blur_sum.glsl
# compositor_deriche_gaussian_blur.glsl
# compositor_despeckle.glsl
# compositor_directional_blur.glsl
# compositor_displace_anisotropic.glsl
# compositor_displace.glsl
# compositor_double_edge_mask_compute_boundary.glsl
# compositor_double_edge_mask_compute_gradient.glsl
# compositor_edge_filter.glsl
# compositor_ellipse_mask.glsl
# compositor_filter.glsl
# compositor_flip.glsl
# compositor_gamma_correct.glsl
# compositor_glare_bloom_downsample.glsl
# compositor_glare_bloom_upsample.glsl
# compositor_glare_ghost_accumulate.glsl
# compositor_glare_ghost_base.glsl
# compositor_glare_highlights.glsl
# compositor_glare_mix.glsl
# compositor_glare_simple_star_anti_diagonal_pass.glsl
# compositor_glare_simple_star_diagonal_pass.glsl
# compositor_glare_simple_star_horizontal_pass.glsl
# compositor_glare_simple_star_vertical_pass.glsl
# compositor_glare_streaks_accumulate.glsl
# compositor_glare_streaks_filter.glsl
# compositor_glare_sun_beams.glsl
# compositor_glare_write_glare_output.glsl
# compositor_glare_write_highlights_output.glsl
# compositor_horizontal_lens_distortion.glsl
# compositor_id_mask.glsl
# compositor_image_coordinates_normalized.glsl
# compositor_image_coordinates_pixel.glsl
# compositor_image_coordinates_uniform.glsl
# compositor_image_crop.glsl
# compositor_inpaint_compute_boundary.glsl
# compositor_inpaint_compute_region.glsl
# compositor_inpaint_fill_region.glsl
# compositor_jump_flooding.glsl
# compositor_keying_compute_image.glsl
# compositor_keying_compute_matte.glsl
# compositor_keying_extract_chroma.glsl
# compositor_keying_replace_chroma.glsl
# compositor_keying_screen.glsl
# compositor_keying_tweak_matte.glsl
# compositor_kuwahara_anisotropic_compute_structure_tensor.glsl
# compositor_kuwahara_anisotropic.glsl
# compositor_kuwahara_classic.glsl
# compositor_map_uv_anisotropic.glsl
# compositor_map_uv.glsl
# compositor_morphological_blur.glsl
# compositor_morphological_distance_feather.glsl
# compositor_morphological_distance_threshold.glsl
# compositor_morphological_distance.glsl
# compositor_morphological_step.glsl
# compositor_motion_blur_max_velocity_dilate.glsl
# compositor_motion_blur.glsl
# compositor_movie_distortion.glsl
# compositor_normalize.glsl
# compositor_pad.glsl
compositor_parallel_reduction.glsl
# compositor_pixelate.glsl
# compositor_plane_deform_anisotropic.glsl
# compositor_plane_deform_mask.glsl
# compositor_plane_deform_motion_blur_mask.glsl
# compositor_plane_deform_motion_blur.glsl
# compositor_plane_deform.glsl
# compositor_premultiply_alpha.glsl
# compositor_radial_lens_distortion.glsl
# compositor_read_input.glsl
# compositor_realize_on_domain.glsl
# compositor_sample_pixel.glsl
# compositor_scale_variable.glsl
# compositor_smaa_blending_weight_calculation.glsl
# compositor_smaa_edge_detection.glsl
# compositor_smaa_neighborhood_blending.glsl
# compositor_split.glsl
# compositor_summed_area_table_compute_complete_blocks.glsl
# compositor_summed_area_table_compute_complete_x_prologues.glsl
# compositor_summed_area_table_compute_complete_y_prologues.glsl
# compositor_summed_area_table_compute_incomplete_prologues.glsl
# compositor_symmetric_blur_variable_size.glsl
# compositor_symmetric_blur.glsl
# compositor_symmetric_separable_blur_variable_size.glsl
# compositor_symmetric_separable_blur.glsl
# compositor_tone_map_photoreceptor.glsl
# compositor_tone_map_simple.glsl
# compositor_translate_wrapped.glsl
# compositor_van_vliet_gaussian_blur_sum.glsl
# compositor_van_vliet_gaussian_blur.glsl
# compositor_write_output.glsl
# compositor_z_combine_compute_mask.glsl
# compositor_z_combine_from_mask_depth.glsl
# compositor_z_combine_from_mask_image.glsl
# compositor_z_combine_simple_depth.glsl
# compositor_z_combine_simple_image.glsl
)
set(SRC_GLSL_LIB
library/gpu_shader_compositor_texture_utilities.glsl
)
# Compile shaders with shader code.
if(WITH_GPU_SHADER_CPP_COMPILATION)
with_shader_cpp_compilation_config()
compile_sources_as_cpp(compositor_cpp_shaders_comp "${SRC_GLSL_COMP}" "GPU_COMPUTE_SHADER")
# Only enable to make sure they compile on their own.
# Otherwise it creates a warning about `pragma once`.
compile_sources_as_cpp(compositor_cpp_shaders_lib "${SRC_GLSL_LIB}" "GPU_LIBRARY_SHADER")
endif()