[Imstk-developers] How to compile shader code in CMake?
Milef, Nicholas Boris
milefn at rpi.edu
Wed Aug 9 17:42:29 EDT 2017
Actually, how would I use this command? Would I attach this to the target, or should I run the .exe separately?
I'm kind of confused by the documentation.
________________________________
From: Imstk-developers [imstk-developers-bounces at imstk.org] on behalf of Milef, Nicholas Boris [milefn at rpi.edu]
Sent: Wednesday, August 09, 2017 4:17 PM
To: Dzenan Zukic
Cc: imstk-developers at imstk.org
Subject: Re: [Imstk-developers] How to compile shader code in CMake?
Great! Thanks Dzenan!
________________________________
From: Dzenan Zukic [dzenan.zukic at kitware.com]
Sent: Wednesday, August 09, 2017 4:13 PM
To: Milef, Nicholas Boris
Cc: imstk-developers at imstk.org
Subject: Re: [Imstk-developers] How to compile shader code in CMake?
You can add custom command:
https://cmake.org/cmake/help/v3.0/command/add_custom_command.html
Dženan Zukić, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.)
On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris <milefn at rpi.edu<mailto:milefn at rpi.edu>> wrote:
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).
>From command prompt, I run this (included with VulkanSDK):
glslangvalidator -V mesh_frag.frag -o mesh_frag.spv
Any ideas on how to do this?
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