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$$($1_obj)/%.$$o: $$($1_obj)/%.c | $$($1_obj)
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$$($1_obj)/%.$$o: $$($1_obj)/%.c | $$($1_obj)
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	$$(COMPILE_STATUS)
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	$$(COMPILE_STATUS)
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	$$(RECIPE_IF) $$(COMPILER_C) $$($1_cflags) -c $$< -o $$@ $$(RECIPE_RESULT_COMPILE)
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	$$(RECIPE_IF) $$(COMPILER_C) $$($1_cflags) -c $$< -o $$@ $$(RECIPE_RESULT_COMPILE)
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$$($1_obj)/%.$$o: $$($1_src)/%.glsl | $$($1_obj) $$($1_src)/generated
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$$($1_obj)/%.$$o: $$($1_src)/%.glsl | $$($1_obj)
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	@echo Creating $$(<D)/generated/$$(<F).h from $$<
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	@echo Creating $$($1_obj)/$$(<F).cpp from $$<
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	@$$(call RAW_ECHO,char const *$$(basename $$(<F)) = R"shader$$(paren_open)) > $$(<D)/generated/$$(<F).h
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	@$$(call RAW_ECHO,char const *$$(basename $$(<F)) = R"shader$$(paren_open)) > $$($1_obj)/$$(<F).cpp
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	@$$(call CAT,$$<) >> $$(<D)/generated/$$(<F).h
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	@$$(call CAT,$$<) >> $$($1_obj)/$$(<F).cpp
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	@$$(call RAW_ECHO,$$(paren_close)shader";) >> $$(<D)/generated/$$(<F).h
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	@$$(call RAW_ECHO,$$(paren_close)shader";) >> $$($1_obj)/$$(<F).cpp
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	@$$(COMPILER_CXX) $$($1_cflags) -x c++ -c $$($1_src)/empty.cpp -o $$@
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	@$$(RECIPE_IF) $$(COMPILER_CXX) $$($1_cflags) -c $$($1_obj)/$$(<F).cpp -o $$@ $$(RECIPE_RESULT_COMPILE)
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## Cosmetic stuff
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## Cosmetic stuff
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$$($1_obj)/%.$$o: $$($1_rsrc)/%.rc | $$($1_obj)
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$$($1_obj)/%.$$o: $$($1_rsrc)/%.rc | $$($1_obj)
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	$$(COMPILE_STATUS)
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	$$(COMPILE_STATUS)
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	$(RECIPE_IF) $(COMPILER_CXX) $(engine_cflags) $(REVFLAG) -c $< -o $@ $(RECIPE_RESULT_COMPILE)
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	$(RECIPE_IF) $(COMPILER_CXX) $(engine_cflags) $(REVFLAG) -c $< -o $@ $(RECIPE_RESULT_COMPILE)
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### Directories
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### Directories
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$(foreach i,$(components),$($i_obj)) $(foreach i,$(components),$($i_src)/generated):
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$(foreach i,$(components),$($i_obj)):
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	-$(call MKDIR,$@)
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	-$(call MKDIR,$@)
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### Phonies
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### Phonies
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clang-tools: $(filter %.c %.cpp,$(foreach i,$(call getdeps,duke3d,game),$(call expandsrcs,$i)))
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clang-tools: $(filter %.c %.cpp,$(foreach i,$(call getdeps,duke3d,game),$(call expandsrcs,$i)))