// CMake will compile this file into AutoGenShaders.c""

#include <osgEarthSplat/SplatShaders>

//#define MULTILINE(...) #__VA_ARGS__

using namespace osgEarth::Splat;

SplattingShaders::SplattingShaders()
{
    Types = "Splat.types.glsl";
    _sources[Types] = @Splat.types.glsl@;

    Noise = "Splat.Noise.glsl";
    _sources[Noise] = @Splat.Noise.glsl@;

    VertModel = "Splat.vert.model.glsl";
    _sources[VertModel] = @Splat.vert.model.glsl@;

    VertView = "Splat.vert.view.glsl";
    _sources[VertView] = @Splat.vert.view.glsl@;

    Frag = "Splat.frag.glsl";
    _sources[Frag] = @Splat.frag.glsl@;

    Util = "Splat.util.glsl";
    _sources[Util] = @Splat.util.glsl@;
}


GroundCoverShaders::GroundCoverShaders()
{
    Grass = "Splat.Grass.glsl";
    _sources[Grass] = @Splat.Grass.glsl@;
    
    GroundCover_CS = "Splat.GroundCover.CS.glsl";
    _sources[GroundCover_CS] = @Splat.GroundCover.CS.glsl@;
    
    GroundCover_Sort_CS = "Splat.GroundCover.Sort.CS.glsl";
    _sources[GroundCover_Sort_CS] = @Splat.GroundCover.Sort.CS.glsl@;

    GroundCover_Billboard = "Splat.GroundCover.Billboard.glsl";
    _sources[GroundCover_Billboard] = @Splat.GroundCover.Billboard.glsl@;
    
    GroundCover_Model = "Splat.GroundCover.Model.glsl";
    _sources[GroundCover_Model] = @Splat.GroundCover.Model.glsl@;
    
    GroundCover_Generate = "Splat.GroundCover.Generate.CS.glsl";
    _sources[GroundCover_Generate] = @Splat.GroundCover.Generate.CS.glsl@;
    
    GroundCover_Render = "Splat.GroundCover.Render.glsl";
    _sources[GroundCover_Render] = @Splat.GroundCover.Render.glsl@;
    
    GroundCover_Types = "Splat.GroundCover.Types.glsl";
    _sources[GroundCover_Types] = @Splat.GroundCover.Types.glsl@;
}
