foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 2b3d2a7dd1d02ffde49d25521cd72f24cd314788..cd721e71e07c568abbce683ebd4fb8be245520e0 100644 (file)
--- a/build.c
+++ b/build.c
@@ -33,6 +33,7 @@ void build_server( enum compiler compiler ){
 void build_sqlite3( enum compiler compiler ){
    vg_build_start( "sqlite3.o", compiler );
    vg_build_object( "-c dep/sqlite3/sqlite3.c " );
+   vg_build_link( "-ldl " );
    vg_build();
 }
 
@@ -48,7 +49,7 @@ void build_gameserver( enum compiler compiler ){
 
    vg_build_include( "-I./dep " );
 
-   vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
+   vg_build_link( "-ldl -lpthread -lm -lsdkencryptedappticket -lsteam_api " );
    vg_build_library_dir( "-L./vg/dep/steam " );
 
    //vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
@@ -198,6 +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();
 
@@ -244,11 +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_override",            "scene.vs", "scene_override.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" );
@@ -259,19 +264,23 @@ void build_shaders(void){
 
    /* Models */
    _S( "model_sky",            "model.vs",         "model_sky.fs" );
+   _S( "model_sky_space",      "model.vs",         "model_sky_space.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_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" );
    _S( "blitblur",  "blit.vs",      "blitblur.fs" );
    _S( "blitcolour","blit.vs",      "colour.fs" );
+   _S( "blit_transition", "blit.vs", "blit_transition.fs" );
    _S( "routeui",   "routeui.vs",   "routeui.fs" );
 }