Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL/ShaderFormatOpenGL.Build.cs
Ben Marsh 0cc6e3dca6 Copying //UE4/Dev-Build to Dev-Main (//UE4/Dev-Main)
#rb none
#rnx

[CL 6631504 by Ben Marsh in Main branch]
2019-05-24 11:51:54 -04:00

36 lines
922 B
C#

// Copyright 1998-2019 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.Platform == UnrealTargetPlatform.Linux)
{
AddEngineThirdPartyPrivateStaticDependencies(Target, "SDL2");
}
}
}