/* SPDX-FileCopyrightText: 2026 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

/**
 * Compile shader files as C++ inside one compilation unit to lint syntax and get IDE integration.
 */

#include "workbench_cavity.bsl.hh"            /* IWYU pragma: export */
#include "workbench_common.bsl.hh"            /* IWYU pragma: export */
#include "workbench_composite.bsl.hh"         /* IWYU pragma: export */
#include "workbench_curvature.bsl.hh"         /* IWYU pragma: export */
#include "workbench_image.bsl.hh"             /* IWYU pragma: export */
#include "workbench_matcap.bsl.hh"            /* IWYU pragma: export */
#include "workbench_material.bsl.hh"          /* IWYU pragma: export */
#include "workbench_prepass.bsl.hh"           /* IWYU pragma: export */
#include "workbench_shadow.bsl.hh"            /* IWYU pragma: export */
#include "workbench_shadow_visibility.bsl.hh" /* IWYU pragma: export */
#include "workbench_volume.bsl.hh"            /* IWYU pragma: export */
#include "workbench_world_light.bsl.hh"       /* IWYU pragma: export */

void main() {}
