// ***DO NOT EDIT THIS FILE - IT IS AUTOMATICALLY GENERATED BY CMAKE***

#include <osgEarth/Shaders>

namespace osgEarth { namespace Util
{
    Shaders::Shaders()
    {
        // Cascade Draping
        CascadeDraping = "CascadeDraping.glsl";
        _sources[CascadeDraping] = @CascadeDraping.glsl@;

        // Chonk Rendering
        Chonk = "Chonk.glsl";
        _sources[Chonk] = @Chonk.glsl@;

        // Chonk GPU Culling
        ChonkCulling = "Chonk.Culling.glsl";
        _sources[ChonkCulling] = @Chonk.Culling.glsl@;

        // Decaling headers
        Decals_Headers = "Decals.h.glsl";
        _sources[Decals_Headers] = @Decals.h.glsl@;

        // Decaling shaders
        Decals = "Decals.glsl";
        _sources[Decals] = @Decals.glsl@;

        // Decaling culling shaders
        DecalsCulling = "Decals.Culling.glsl";
        _sources[DecalsCulling] = @Decals.Culling.glsl@;

        // Depth Offset
        DepthOffset = "DepthOffset.glsl";
        _sources[DepthOffset] = @DepthOffset.glsl@;

        // Draping
        Draping = "Draping.glsl";
        _sources[Draping] = @Draping.glsl@;

        // DrawInstanced with attributes
        DrawInstancedAttribute = "DrawInstancedAttribute.glsl";
        _sources[DrawInstancedAttribute] = @DrawInstancedAttribute.glsl@;

        // Frustum Grid Headers
        FrustumGrid_Headers = "FrustumGrid.h.glsl";
        _sources[FrustumGrid_Headers] = @FrustumGrid.h.glsl@;

        // Frustum Grid
        FrustumGridComputer = "FrustumGridComputer.glsl";
        _sources[FrustumGridComputer] = @FrustumGridComputer.glsl@;

        // GPU Clamping
        GPUClamping = "GPUClamping.glsl";
        _sources[GPUClamping] = @GPUClamping.glsl@;

        GPUClampingLib = "GPUClamping.lib.glsl";
        _sources[GPUClampingLib] = @GPUClamping.lib.glsl@;

        HexTilingLib = "HexTiling.glsl";
        _sources[HexTilingLib] = @HexTiling.glsl@;

        // DrawInstanced
        Instancing = "Instancing.glsl";
        _sources[Instancing] = @Instancing.glsl@;

        // LineDrawable
        LineDrawable = "LineDrawable.glsl";
        _sources[LineDrawable] = @LineDrawable.glsl@;    

        // PointDrawable
        PointDrawable = "PointDrawable.glsl";
        _sources[PointDrawable] = @PointDrawable.glsl@;          

        // WireLines
        WireLines = "WireLines.glsl";
        _sources[WireLines] = @WireLines.glsl@;

        // PhongLightingEffect
        PhongLighting = "PhongLighting.glsl";
        _sources[PhongLighting] = @PhongLighting.glsl@;

		// Text
		Text = "Text.glsl";
		_sources[Text] = @Text.glsl@;

        TextLegacy = "Text_legacy.glsl";
        _sources[TextLegacy] = @Text_legacy.glsl@;
        
        ContourMap = "ContourMap.glsl";
        _sources[ContourMap] = @ContourMap.glsl@;

        LogDepthBuffer = "LogDepthBuffer.glsl";
        _sources[LogDepthBuffer] = @LogDepthBuffer.glsl@;

        LogDepthBuffer_VertOnly = "LogDepthBuffer.VertOnly.glsl";
        _sources[LogDepthBuffer_VertOnly] = @LogDepthBuffer.VertOnly.glsl@;

        GeodeticGraticule = "GeodeticGraticule.glsl";
        _sources[GeodeticGraticule] = @GeodeticGraticule.glsl@;

        ShadowCaster = "ShadowCaster.glsl";
        _sources[ShadowCaster] = @ShadowCaster.glsl@;

        SimpleOceanLayer = "SimpleOceanLayer.glsl";
        _sources[SimpleOceanLayer] = @SimpleOceanLayer.glsl@;
        
        RTTPicker = "RTTPicker.glsl";
        _sources[RTTPicker] = @RTTPicker.glsl@;
        
        WindComputer = "WindLayer.CS.glsl";
        _sources[WindComputer] = @WindLayer.CS.glsl@;

        PBR = "PBR.glsl";
        _sources[PBR] = @PBR.glsl@;

		MetadataNode = "MetadataNode.glsl";
		_sources[MetadataNode] = @MetadataNode.glsl@;
    }
} }
