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UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/ShaderFormatOpenGL.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ShaderFormatOpenGL : ModuleRules
{
public ShaderFormatOpenGL(ReadOnlyTargetRules Target) : base(Target)
{
PrivateIncludePathModuleNames.Add("TargetPlatform");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Private");
PrivateIncludePaths.Add("Runtime/OpenGLDrv/Public");
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"RenderCore",
"ShaderCompilerCommon",
"ShaderPreprocessor",
"RHI" // @todo platplug: this is caused by the DataDrivenShaderPlatformInfo stuff - maybe it should move to somewhere else, like RenderCore?
}
);
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AddEngineThirdPartyPrivateStaticDependencies(Target,
"OpenGL",
"HLSLCC"
);
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if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux))
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{
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AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
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}
if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SPIRVReflect");
}
}
}