option(SHADERS_DIR "Directory to look for GLSL shaders" "assets/shaders") find_program(GLSLC_EXECUTABLE NAMES glslc) if(NOT GLSLC_EXECUTABLE) message(FATAL_ERROR "glslc executable not found.") else() message(STATUS "Found glslc executable: ${GLSLC_EXECUTABLE}") endif() function(create_glslc_shader_target TARGET SOURCE_DIR OUTPUT_DIR) file(MAKE_DIRECTORY ${OUTPUT_DIR}) message(STATUS "GLSL Shader output directory: ${OUTPUT_DIR}") file (GLOB SHADER_FILES "${SOURCE_DIR}/*.vert") file(GLOB FRAG_FILES "${SOURCE_DIR}/*.frag") list(APPEND SHADER_FILES ${FRAG_FILES}) message(STATUS "Found glsl shaders: ${SHADER_FILES}") set(OUTPUT_FILES "") foreach(SHADER_FILE ${SHADER_FILES}) get_filename_component(SHADER_NAME ${SHADER_FILE} NAME) set(OUTPUT_FILE "${OUTPUT_DIR}/${SHADER_NAME}.spv") list(APPEND OUTPUT_FILES ${OUTPUT_FILE}) message(STATUS "Compiling ${SHADER_FILE} to ${OUTPUT_FILE}") add_custom_command ( OUTPUT ${OUTPUT_FILE} COMMAND ${GLSLC_EXECUTABLE} ${SHADER_FILE} -o ${OUTPUT_FILE} DEPENDS ${SHADER_FILE} COMMENT "Compiling ${SHADER_FILE} -> ${OUTPUT_FILE}" VERBATIM ) endforeach() add_custom_target(${TARGET} ALL DEPENDS ${OUTPUT_FILES}) endfunction() create_glslc_shader_target(glsl_shaders "${SHADERS_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/${SHADERS_DIR}" )