A complete workshop implementation, I guess
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index ff01552de9675fc78ae8786b663a6ef187b0f113..ae1ff0f9a64cf6e8c2b09a3ebe21320e5062dc2b 100644 (file)
--- a/build.c
+++ b/build.c
@@ -123,23 +123,23 @@ void build_shaders(void)
    _S( "scene_terrain",             "scene.vs", "scene_terrain.fs" );
    _S( "scene_route",               "scene.vs", "scene_route.fs" );
    _S( "scene_depth",               "scene.vs", "scene_depth.fs" );
+   _S( "scene_position",            "scene.vs", "scene_position.fs" );
    _S( "scene_water",               "scene.vs", "scene_water.fs" );
    _S( "scene_water_fast",          "scene.vs", "scene_water_fast.fs" );
+   _S( "scene_scoretext",           "scene_sfd.vs", "scene_standard.fs" );
 
    /* Models */
    _S( "model_sky",            "model.vs",         "model_sky.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_entity",         "model.vs",         "model_entity.fs" );
    _S( "model_gate",           "model_gate.vs",    "model_gate_lq.fs" );
+   _S( "model_font",           "model_font.vs",    "model_font.fs" );
 
    /* 2D */
    _S( "blit",      "blit.vs",      "blit.fs" );
    _S( "blitblur",  "blit.vs",      "blitblur.fs" );
    _S( "blitcolour","blit.vs",      "colour.fs" );
    _S( "routeui",   "routeui.vs",   "routeui.fs" );
-   
-#if 0
-   // 3D Standard
-   _S( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
-#endif
 }