text: cmake_minimum_required(VERSION 3.3)
  project(OpenGLESIMGTextureFilterCubic)
  if(IOS)
  	message("Skipping OpenGLESIMGTextureFilterCubic : Not supported on iOS")
  	return()
  endif()
  
  add_subdirectory(../../.. ${CMAKE_CURRENT_BINARY_DIR}/sdk)
  
  if(PVR_PREBUILT_DEPENDENCIES)
  	find_package(PVRShell REQUIRED MODULE)
  	find_package(PVRUtilsGles REQUIRED MODULE)
  endif()
  
  set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
  
  set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT OpenGLESIMGTextureFilterCubic)
  
  set(SRC_FILES OpenGLESIMGTextureFilterCubic.cpp)
  
  set(ASSET_FOLDER ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/Assets_OpenGLESIMGTextureFilterCubic)
  
  # Adds an executable (or ndk library for Android) and necessary files like plists for Mac/iOS etc.
  add_platform_specific_executable(OpenGLESIMGTextureFilterCubic ${SRC_FILES})
  
  #################################### ASSET FILES ##########################################
  # For platforms supporting it, will be packaged with the executable for runtime use.
  # Will be accessible from the app with their "relative path". One call per base path
  
  ### Textural shaders (OpenGL ES) ###
  add_assets_to_target(OpenGLESIMGTextureFilterCubic 
  	SOURCE_GROUP "shaders" 
  	ASSET_FOLDER ${ASSET_FOLDER} 
  	BASE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/
  	FILE_LIST 
  		FragShader.fsh
  		VertShader.vsh)
  
  # Create and adds a Windows resource file (Resources.rc) with all the assets that have been added to the target with the previous functions
  add_assets_resource_file(OpenGLESIMGTextureFilterCubic)
  ###########################################################################################
  
  # Apply SDK example specific compile and linker options
  apply_example_compile_options_to_target(OpenGLESIMGTextureFilterCubic)
  
  target_link_libraries(OpenGLESIMGTextureFilterCubic PUBLIC
  	PVRShell
  	PVRUtilsGles
  )