<div dir="ltr">You can add custom command:<div><a href="https://cmake.org/cmake/help/v3.0/command/add_custom_command.html">https://cmake.org/cmake/help/v3.0/command/add_custom_command.html</a><br></div></div><div class="gmail_extra"><br clear="all"><div><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr">Dženan Zukić, PhD, Senior R&D Engineer,<span style="font-size:12.8000001907349px"> </span>Kitware (Carrboro, N.C.)</div></div></div></div></div></div></div></div></div></div></div></div></div>
<br><div class="gmail_quote">On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris <span dir="ltr"><<a href="mailto:milefn@rpi.edu" target="_blank">milefn@rpi.edu</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">




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<div style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't really want to add the SPIR-V shaders in the repo because they're binary (although they aren't very large).
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<div>From command prompt, I run this (included with VulkanSDK):</div>
<div>glslangvalidator -V mesh_frag.frag -o mesh_frag.spv</div>
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<div>Any ideas on how to do this?</div>
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