# CMake file for vis module SET(ThisModStatus EXPERIMENTAL) IF(${ModuleEnabled}) # Source files: FILE(GLOB ThisModSources RELATIVE ${ModulesDir} modules/advancedraycasting/decorators/*.cpp modules/advancedraycasting/pipelines/*.cpp modules/advancedraycasting/processors/*.cpp modules/advancedraycasting/tools/*.cpp modules/advancedraycasting/*.cpp ) # Header files (including GLSL files so that they'll appear in VS projects) FILE(GLOB ThisModHeaders RELATIVE ${ModulesDir} modules/advancedraycasting/glsl/*.frag modules/advancedraycasting/glsl/*.geom modules/advancedraycasting/glsl/*.vert modules/advancedraycasting/glsl/*.comp modules/advancedraycasting/decorators/*.h modules/advancedraycasting/pipelines/*.h modules/advancedraycasting/processors/*.h modules/advancedraycasting/tools/*.h ) LIST(APPEND ThisModShaderDirectories "modules/vis/glsl") SET(ThisModDependencies base vis) ENDIF(${ModuleEnabled}) SET(ThisModStatus STABLE) SET(ThisModExternalDependencies FALSE)