foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 0470a3b926f199fc6b91e3c52a86c5a33bd27b66..cd721e71e07c568abbce683ebd4fb8be245520e0 100644 (file)
--- a/build.c
+++ b/build.c
@@ -199,6 +199,9 @@ int main( int argc, char *argv[] ){
       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();
 
@@ -245,11 +248,12 @@ void build_shaders(void){
    /* 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" );
@@ -265,11 +269,13 @@ void build_shaders(void){
    _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" );