if(WIN32) set(PLAT_SRCS Shaders/CLineRendererShadersHLSL.cpp Shaders/CTexturedQuadFilterHLSL.cpp Shaders/CColoredQuadFilterHLSL.cpp Shaders/CModelShadersHLSL.cpp Shaders/CThermalColdFilterHLSL.cpp Shaders/CThermalHotFilterHLSL.cpp Shaders/CSpaceWarpFilterHLSL.cpp Shaders/CCameraBlurFilterHLSL.cpp Shaders/CXRayBlurFilterHLSL.cpp Shaders/CTextSupportShaderHLSL.cpp Shaders/CFogVolumePlaneShaderHLSL.cpp Shaders/CFogVolumeFilterHLSL.cpp Shaders/CEnergyBarShaderHLSL.cpp Shaders/CRadarPaintShaderHLSL.cpp Shaders/CMapSurfaceShaderHLSL.cpp) elseif(BOO_HAS_METAL) set(PLAT_SRCS Shaders/CLineRendererShadersMetal.cpp Shaders/CTexturedQuadFilterMetal.cpp Shaders/CColoredQuadFilterMetal.cpp Shaders/CModelShadersMetal.cpp Shaders/CThermalColdFilterMetal.cpp Shaders/CThermalHotFilterMetal.cpp Shaders/CSpaceWarpFilterMetal.cpp Shaders/CCameraBlurFilterMetal.cpp Shaders/CXRayBlurFilterMetal.cpp Shaders/CTextSupportShaderMetal.cpp Shaders/CFogVolumePlaneShaderMetal.cpp Shaders/CFogVolumeFilterMetal.cpp Shaders/CEnergyBarShaderMetal.cpp Shaders/CRadarPaintShaderMetal.cpp Shaders/CMapSurfaceShaderMetal.cpp) endif() set(GRAPHICS_SOURCES IRenderer.hpp IWeaponRenderer.hpp IWeaponRenderer.cpp CBooRenderer.hpp CBooRenderer.cpp CDrawable.hpp CDrawable.cpp CDrawablePlaneObject.hpp CDrawablePlaneObject.cpp CLineRenderer.hpp CLineRenderer.cpp CMetroidModelInstance.hpp CLight.hpp CLight.cpp CTexture.hpp CTextureBoo.cpp CModel.hpp CModelBoo.cpp CSkinnedModel.hpp CSkinnedModel.cpp CVertexMorphEffect.hpp CVertexMorphEffect.cpp CMoviePlayer.hpp CMoviePlayer.cpp CGraphicsPalette.hpp CGraphicsPalette.cpp CPVSVisSet.hpp CPVSVisSet.cpp CPVSVisOctree.hpp CPVSVisOctree.cpp CPVSAreaSet.hpp CPVSAreaSet.cpp CGraphics.hpp CGraphics.cpp CSimpleShadow.hpp CSimpleShadow.cpp Shaders/TShader.hpp Shaders/TMultiBlendShader.hpp Shaders/TShaderDecl.hpp Shaders/TMultiBlendShaderDecl.hpp Shaders/CLineRendererShaders.hpp Shaders/CLineRendererShaders.cpp Shaders/CLineRendererShadersGLSL.cpp Shaders/CTexturedQuadFilter.hpp Shaders/CTexturedQuadFilter.cpp Shaders/CTexturedQuadFilterGLSL.cpp Shaders/CColoredQuadFilter.hpp Shaders/CColoredQuadFilter.cpp Shaders/CColoredQuadFilterGLSL.cpp Shaders/CModelShaders.hpp Shaders/CModelShaders.cpp Shaders/CModelShadersGLSL.cpp Shaders/CThermalColdFilter.hpp Shaders/CThermalColdFilter.cpp Shaders/CThermalColdFilterGLSL.cpp Shaders/CThermalHotFilter.hpp Shaders/CThermalHotFilter.cpp Shaders/CThermalHotFilterGLSL.cpp Shaders/CSpaceWarpFilter.hpp Shaders/CSpaceWarpFilter.cpp Shaders/CSpaceWarpFilterGLSL.cpp Shaders/CCameraBlurFilter.hpp Shaders/CCameraBlurFilter.cpp Shaders/CCameraBlurFilterGLSL.cpp Shaders/CXRayBlurFilter.hpp Shaders/CXRayBlurFilter.cpp Shaders/CXRayBlurFilterGLSL.cpp Shaders/CTextSupportShader.hpp Shaders/CTextSupportShader.cpp Shaders/CTextSupportShaderGLSL.cpp Shaders/CFogVolumePlaneShader.hpp Shaders/CFogVolumePlaneShader.cpp Shaders/CFogVolumePlaneShaderGLSL.cpp Shaders/CFogVolumeFilter.hpp Shaders/CFogVolumeFilter.cpp Shaders/CFogVolumeFilterGLSL.cpp Shaders/CEnergyBarShader.hpp Shaders/CEnergyBarShader.cpp Shaders/CEnergyBarShaderGLSL.cpp Shaders/CRadarPaintShader.hpp Shaders/CRadarPaintShader.cpp Shaders/CRadarPaintShaderGLSL.cpp Shaders/CMapSurfaceShader.hpp Shaders/CMapSurfaceShader.cpp Shaders/CMapSurfaceShaderGLSL.cpp ${PLAT_SRCS}) runtime_add_list(Graphics GRAPHICS_SOURCES)