godot/drivers/gles3/shaders/SCsub

#!/usr/bin/env python

Import("env")

if "GLES3_GLSL" in env["BUILDERS"]:
    # find all include files
    gl_include_files = [str(f) for f in Glob("*_inc.glsl")]

    # find all shader code(all glsl files excluding our include files)
    glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]

    # make sure we recompile shaders if include files change
    env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#gles3_builders.py"])

    # compile shaders

    # as we have a few, not yet, converted files we name the ones we want to include:
    env.GLES3_GLSL("canvas.glsl")
    env.GLES3_GLSL("scene.glsl")
    env.GLES3_GLSL("sky.glsl")
    env.GLES3_GLSL("canvas_occlusion.glsl")
    env.GLES3_GLSL("canvas_sdf.glsl")
    env.GLES3_GLSL("particles.glsl")
    env.GLES3_GLSL("particles_copy.glsl")
    env.GLES3_GLSL("skeleton.glsl")

    # once we finish conversion we can introduce this to cover all files:
    # for glsl_file in glsl_files:
    #     env.GLES3_GLSL(glsl_file)


SConscript("effects/SCsub")