104 lines
4.2 KiB
XML
104 lines
4.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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<CodeBlocks_project_file>
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<FileVersion major="1" minor="6" />
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<Project>
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<Option title="TerrainTest" />
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<Option pch_mode="2" />
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<Option compiler="gcc" />
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<Build>
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<Target title="Debug">
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<Option output="TerrainTest" prefix_auto="1" extension_auto="1" />
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<Option working_dir="../TerrainTest" />
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<Option object_output="obj/Debug/" />
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<Option type="1" />
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<Option compiler="gcc" />
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<Compiler>
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<Add option="-g" />
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</Compiler>
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</Target>
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<Target title="Release">
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<Option output="TerrainTest" prefix_auto="1" extension_auto="1" />
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<Option working_dir="../TerrainTest" />
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<Option object_output="obj/Release/" />
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<Option type="0" />
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<Option compiler="gcc" />
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<Compiler>
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<Add option="-O2" />
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</Compiler>
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<Linker>
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<Add option="-s" />
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</Linker>
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</Target>
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</Build>
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<Compiler>
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<Add option="-Wall" />
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<Add directory="/home/omikronn/Projects/irrlicht_test/trunk/include" />
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</Compiler>
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<Linker>
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<Add library="Irrlicht" />
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<Add library="GL" />
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<Add library="GLU" />
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<Add library="Xxf86vm" />
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<Add directory="/home/omikronn/Projects/irrlicht_test/trunk/lib/Linux" />
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</Linker>
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<Unit filename="IPostProcess.h" />
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<Unit filename="PostProcessManager.cpp" />
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<Unit filename="PostProcessManager.h" />
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<Unit filename="ShaderMaterial.cpp" />
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<Unit filename="ShaderMaterial.h" />
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<Unit filename="ShaderPostProcess.cpp" />
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<Unit filename="ShaderPostProcess.h" />
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<Unit filename="TerrainTexturing.cpp" />
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<Unit filename="TerrainTexturing.h" />
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<Unit filename="WaterSceneNode.cpp" />
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<Unit filename="WaterSceneNode.h" />
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<Unit filename="main.cpp" />
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<Unit filename="shaders/glsl/material/depth.psh" />
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<Unit filename="shaders/glsl/material/depth.vsh" />
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<Unit filename="shaders/glsl/material/water.psh" />
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<Unit filename="shaders/glsl/material/water.vsh" />
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<Unit filename="shaders/glsl/postprocess/accumulate.psh" />
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<Unit filename="shaders/glsl/postprocess/brightpass.psh" />
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<Unit filename="shaders/glsl/postprocess/color.psh" />
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<Unit filename="shaders/glsl/postprocess/depthoffield.psh" />
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<Unit filename="shaders/glsl/postprocess/desaturate.psh" />
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<Unit filename="shaders/glsl/postprocess/displacement.psh" />
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<Unit filename="shaders/glsl/postprocess/downscale2x2.psh" />
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<Unit filename="shaders/glsl/postprocess/dreamvision.psh" />
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<Unit filename="shaders/glsl/postprocess/embossed.psh" />
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<Unit filename="shaders/glsl/postprocess/finalpass_fxaa.psh" />
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<Unit filename="shaders/glsl/postprocess/grayscale.psh" />
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<Unit filename="shaders/glsl/postprocess/hblur.psh" />
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<Unit filename="shaders/glsl/postprocess/invert.psh" />
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<Unit filename="shaders/glsl/postprocess/luminance_adapt.psh" />
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<Unit filename="shaders/glsl/postprocess/luminance_init.psh" />
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<Unit filename="shaders/glsl/postprocess/luminance_iter.psh" />
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<Unit filename="shaders/glsl/postprocess/motionblur.psh" />
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<Unit filename="shaders/glsl/postprocess/nightvision.psh" />
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<Unit filename="shaders/glsl/postprocess/pencil.psh" />
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<Unit filename="shaders/glsl/postprocess/posterize.psh" />
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<Unit filename="shaders/glsl/postprocess/pulsing.vsh" />
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<Unit filename="shaders/glsl/postprocess/radialblur.psh" />
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<Unit filename="shaders/glsl/postprocess/scratched.psh" />
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<Unit filename="shaders/glsl/postprocess/screenquad.psh" />
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<Unit filename="shaders/glsl/postprocess/sepia.psh" />
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<Unit filename="shaders/glsl/postprocess/shake.vsh" />
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<Unit filename="shaders/glsl/postprocess/sharpen.psh" />
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<Unit filename="shaders/glsl/postprocess/simplebloom.psh" />
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<Unit filename="shaders/glsl/postprocess/tiling.psh" />
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<Unit filename="shaders/glsl/postprocess/underwater.psh" />
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<Unit filename="shaders/glsl/postprocess/underwater.vsh" />
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<Unit filename="shaders/glsl/postprocess/vblur.psh" />
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<Unit filename="shaders/glsl/postprocess/vertex.vsh" />
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<Unit filename="shaders/glsl/postprocess/vignette.psh" />
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<Unit filename="shaders/glsl/postprocess/water.psh" />
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<Unit filename="shaders/glsl/terrain.psh" />
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<Unit filename="shaders/glsl/terrain.vsh" />
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<Extensions>
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<code_completion />
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<envvars />
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<debugger />
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</Extensions>
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</Project>
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</CodeBlocks_project_file>
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