void build_sqlite3( enum compiler compiler ){
vg_build_start( "sqlite3.o", compiler );
vg_build_object( "-c dep/sqlite3/sqlite3.c " );
void build_sqlite3( enum compiler compiler ){
vg_build_start( "sqlite3.o", compiler );
vg_build_object( "-c dep/sqlite3/sqlite3.c " );
vg_build_library_dir( "-L./vg/dep/steam " );
//vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
vg_build_library_dir( "-L./vg/dep/steam " );
//vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.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_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_depth", "scene.vs", "scene_depth.fs" );
_S( "scene_position", "scene.vs", "scene_position.fs" );
_S( "scene_cubemapped", "scene.vs", "scene_cubemapped.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_menu", "model.vs", "model_menu.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
_S( "model_menu", "model.vs", "model_menu.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
_S( "blit", "blit.vs", "blit.fs" );
_S( "blitblur", "blit.vs", "blitblur.fs" );
_S( "blitcolour","blit.vs", "colour.fs" );
_S( "blit", "blit.vs", "blit.fs" );
_S( "blitblur", "blit.vs", "blitblur.fs" );
_S( "blitcolour","blit.vs", "colour.fs" );