// 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? } ); AddEngineThirdPartyPrivateStaticDependencies(Target, "OpenGL", "HLSLCC" ); if (Target.IsInPlatformGroup(UnrealPlatformGroup.Linux)) { AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2"); } if (Target.Platform == UnrealTargetPlatform.Mac || Target.Platform == UnrealTargetPlatform.Win64) { AddEngineThirdPartyPrivateStaticDependencies(Target, "ShaderConductor", "SPIRVReflect" ); } if (Target.Platform == UnrealTargetPlatform.Win64) { PublicDelayLoadDLLs.Add("dxcompiler_sc.dll"); PublicDelayLoadDLLs.Add("ShaderConductor.dll"); } } }