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resources.qrc
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<RCC>
<qresource prefix="/">
<file>resources/objects/floor.obj</file>
<file>resources/objects/pointLight.obj</file>
<file>resources/objects/spotLight.obj</file>
<file>resources/objects/quad.obj</file>
<file>resources/objects/sphere.obj</file>
<file>resources/shaders/debug/screen.frag</file>
<file>resources/shaders/debug/screen.vert</file>
<file>resources/shaders/debug/world.frag</file>
<file>resources/shaders/debug/world.vert</file>
<file>resources/shaders/debug/texture.frag</file>
<file>resources/shaders/debug/texture.vert</file>
<file>resources/shaders/EncodeDecode.glsl</file>
<file>resources/shaders/gbuffer.frag</file>
<file>resources/shaders/Math.glsl</file>
<file>resources/shaders/GBuffer.ubo</file>
<file>resources/shaders/gbuffer.vert</file>
<file>resources/shaders/Bindings.glsl</file>
<file>resources/shaders/ubo/GlobalBuffer.ubo</file>
<file>resources/shaders/ubo/LightBuffer.ubo</file>
<file>resources/shaders/ubo/Hammersley.ubo</file>
<file>resources/shaders/ubo/Material.ubo</file>
<file>resources/shaders/ubo/Object.ubo</file>
<file>resources/shaders/gbuffer/metallic.frag</file>
<file>resources/shaders/gbuffer/roughness.frag</file>
<file>resources/shaders/gbuffer/backbuffer.frag</file>
<file>resources/shaders/gbuffer/depth.frag</file>
<file>resources/shaders/gbuffer/diffuse.frag</file>
<file>resources/shaders/gbuffer/linearDepth.frag</file>
<file>resources/shaders/gbuffer/main.vert</file>
<file>resources/shaders/gbuffer/motion.frag</file>
<file>resources/shaders/gbuffer/normal.frag</file>
<file>resources/shaders/gbuffer/position.frag</file>
<file>resources/shaders/gbuffer/specular.frag</file>
<file>resources/shaders/gbuffer/velocity.frag</file>
<file>resources/shaders/gbuffer/lightbuffer.frag</file>
<file>resources/shaders/gbuffer/motionBlur.frag</file>
<file>resources/shaders/gbuffer/viewport.vert</file>
<file>resources/shaders/gbuffer/viewport.frag</file>
<file>resources/shaders/lighting/pointLight.frag</file>
<file>resources/shaders/lighting/pointLight.vert</file>
<file>resources/shaders/lighting/directionLight.frag</file>
<file>resources/shaders/lighting/directionLight.vert</file>
<file>resources/shaders/lighting/spotLight.frag</file>
<file>resources/shaders/lighting/spotLight.vert</file>
<file>resources/shaders/lighting/shadowSpotLight.frag</file>
<file>resources/shaders/lighting/shadowSpotLightExponential.frag</file>
<file>resources/shaders/lighting/shadowSpotLight.vert</file>
<file>resources/shaders/lighting/shadowPointLight.frag</file>
<file>resources/shaders/lighting/shadowPointLight.vert</file>
<file>resources/shaders/lighting/shadowDirectionLight.frag</file>
<file>resources/shaders/lighting/shadowDirectionLight.vert</file>
<file>resources/shaders/lighting/mapSpotLight.frag</file>
<file>resources/shaders/lighting/mapSpotLight.vert</file>
<file>resources/shaders/lighting/mapSpotLightExponential.frag</file>
<file>resources/shaders/lighting/environment.vert</file>
<file>resources/shaders/lighting/environment.frag</file>
<file>resources/shaders/lighting/Physical.glsl</file>
<file>resources/shaders/compute/gaussianBlur.comp</file>
<file>resources/shaders/ToneMapping.glsl</file>
<file>resources/shaders/ubo/AreaLightBuffer.ubo</file>
<file>resources/shaders/lighting/sphereLight.frag</file>
<file>resources/shaders/lighting/sphereLight.vert</file>
<file>resources/shaders/lighting/rectangleLight.frag</file>
<file>resources/shaders/lighting/rectangleLight.vert</file>
<file>resources/shaders/lighting/ambientOcclusion.frag</file>
<file>resources/shaders/lighting/ambientOcclusion.vert</file>
<file>resources/shaders/compute/bilateralBlur.comp</file>
</qresource>
</RCC>