if( vg_long_opt( "clang-aadb-edit" ) )
build_aadb_edit( k_compiler_clang );
+ if( vg_long_opt( "clang-demo" ) )
+ build_game( k_compiler_clang );
+
if( vg_long_opt( "clean" ) )
vg_build_clean();
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
+ _S( "scene_foliage", "scene_foliage.vs", "scene_foliage.fs" );
_S( "scene_override", "scene_override.vs", "scene_override.fs" );
_S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
_S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
- _S( "scene_route", "scene.vs", "scene_route.fs" );
+ _S( "scene_route", "scene_override.vs", "scene_route.fs" );
_S( "scene_depth", "scene.vs", "scene_depth.fs" );
_S( "scene_position", "scene.vs", "scene_position.fs" );
_S( "scene_cubemapped", "scene.vs", "scene_cubemapped.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
_S( "model_entity", "model.vs", "model_entity.fs" );
- _S( "model_gate", "model_gate.vs", "model_gate_lq.fs" );
+ _S( "model_gate", "model.vs", "model_gate_lq.fs" );
+ _S( "model_gate_unlinked", "model.vs", "model_gate_unlinked.fs" );
_S( "model_font", "model_font.vs", "model_font.fs" );
/* Pointcloud */
- _S( "point_map", "cloud.vs", "cloud.fs" );
+ //_S( "point_map", "cloud.vs", "cloud.fs" );
+ _S( "particle", "particle.vs", "particle.fs" );
/* 2D */
_S( "blit", "blit.vs", "blit.fs" );