#	BDRF is actually still hard coded in the program for now...
#	bdrf	frag	bdrf.frag.glsl
#	bdrf	vert	bdrf.vert.glsl
model	frag	model.frag.glsl
model	vert	model.vert.glsl
brick	frag	model.frag.glsl
brick	vert	brick.vert.glsl
brickDepth	frag	brickDepth.frag.glsl
brickDepth	vert	brick.vert.glsl
decal	frag	model.frag.glsl
decal	vert	decal.vert.glsl
terrain	frag	model.frag.glsl
terrain	vert	terrain.vert.glsl
terrainShadow	vert	terrainShadow.vert.glsl
terrainShadow	frag	modelShadow.frag.glsl
outline	vert	highlight.vert.glsl
outline	frag	highlight.frag.glsl
modelShadowCascade	vert	modelShadowCascade.vert.glsl
modelShadowCascade	frag	modelShadow.frag.glsl
brickShadowCascade	vert	brickShadowCascade.vert.glsl
brickShadowCascade	frag	modelShadow.frag.glsl
brickShadowTint	vert	brickShadowCascade.vert.glsl
brickShadowTint	frag	shadowTint.frag.glsl
sky	vert	sky.vert.glsl
sky	frag	sky.frag.glsl
water	vert	water.vert.glsl
water	frag	water.frag.glsl
#Only loaded on an OpenGL 4 context, see ShaderManager::readShaderList, and only used when graphics/watertessellation is on
waterTess	vert	waterPatch.vert.glsl
waterTess	tesc	water.tesc.glsl
waterTess	tese	water.tese.glsl
waterTess	frag	water.frag.glsl
underwater	vert	underwater.vert.glsl
underwater	frag	underwater.frag.glsl
corona	vert	corona.vert.glsl
corona	frag	corona.frag.glsl
particle	vert	particle.vert.glsl
particle	frag	particle.frag.glsl
rope	vert	rope.vert.glsl
rope	frag	rope.frag.glsl
skyPrefilter	vert	skyPrefilter.vert.glsl
skyPrefilter	frag	skyPrefilter.frag.glsl
rain	vert	rain.vert.glsl
rain	frag	rain.frag.glsl
rainSplash	vert	rainSplash.vert.glsl
rainSplash	frag	rainSplash.frag.glsl
snow	vert	snow.vert.glsl
snow	frag	snow.frag.glsl
godRayMask	vert	sky.vert.glsl
godRayMask	frag	godRayMask.frag.glsl
godRay	vert	underwater.vert.glsl
godRay	frag	godRay.frag.glsl
