source-engine/materialsystem/stdshaders/stdshader_dx8.vpc
2020-10-22 21:00:42 +03:00

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//-----------------------------------------------------------------------------
// STDSHADER_DX8.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro OUTBINDIR "$LIBPUBLIC"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't
// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned.
$Macro DISABLE_FTOL3_OVERRIDE "1"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration "Debug"
{
$General
{
$OutputDirectory "Debug_dx8"
$IntermediateDirectory "Debug_dx8"
}
}
$Configuration "Release"
{
$General
{
$OutputDirectory "Release_dx8"
$IntermediateDirectory "Release_dx8"
}
}
// Common Configuration
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;..\..\dx9sdk\include"
$PreprocessorDefinitions "$BASE;STDSHADER_DX8_DLL_EXPORT;FAST_MATERIALVAR_ACCESS"
}
$Linker
{
$AdditionalDependencies "$BASE version.lib winmm.lib"
}
}
$Project "stdshader_dx8"
{
$Folder "Source Files"
{
$File "BaseVSShader.cpp"
$File "BlurFilterX_dx80.cpp"
$File "Bik_dx80.cpp"
$File "Bik_dx81.cpp"
$File "BlurFilterY_dx80.cpp"
$File "BufferClearObeyStencil_dx8.cpp"
$File "cable_dx8.cpp"
$File "cloak_blended_pass_dx8_helper.cpp"
$File "cloud_dx8.cpp"
$File "core_dx8.cpp"
$File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp"
$File "detail.cpp"
$File "downsample_nohdr_dx80.cpp"
$File "dx8fallbacks.cpp"
$File "eyes.cpp"
$File "emissive_scroll_blended_pass_dx8_helper.cpp"
$File "flesh_interior_blended_pass_dx8_helper.cpp"
$File "eyes_dx8_dx9_helper.cpp"
$File "filmdust_dx8_dx9.cpp"
$File "filmgrain_dx8_dx9.cpp"
$File "gooinglass.cpp"
$File "introscreenspaceeffect_dx80.cpp"
$File "lightmappedgeneric_decal.cpp"
$File "lightmappedgeneric_dx8.cpp"
$File "modulate_dx8.cpp"
$File "MonitorScreen_dx8.cpp"
$File "occlusion_dx8.cpp"
$File "overlay_fit.cpp"
$File "particlesphere_dx8.cpp"
$File "portal_dx80.cpp"
$File "portal_refract_dx8.cpp"
$File "portal_refract_dx8_helper.cpp"
$File "portalstaticoverlay_dx80.cpp"
$File "predator.cpp"
$File "refract_dx80.cpp"
$File "screenspace_general_dx8.cpp"
$File "shadow_dx8.cpp"
$File "shadowbuild_dx8.cpp"
$File "shadowmodel_dx8.cpp"
$File "shatteredglass_dx8.cpp"
$File "sprite.cpp"
$File "spritecard.cpp"
$File "teeth_dx8.cpp"
$File "unlitgeneric_dx8.cpp"
$File "unlittwotexture_dx8.cpp"
$File "vertexlitgeneric_dx8.cpp"
$File "vortwarp_dx8.cpp"
$File "water_dx80.cpp"
$File "water_dx81.cpp"
$File "windowimposter_dx80.cpp"
$File "wireframe_dx8.cpp"
$File "worldtwotextureblend_dx8.cpp"
$File "worldvertexalpha_dx8.cpp"
$File "WorldVertexTransition_dx8.cpp"
$File "worldvertextransition_dx8_helper.cpp"
$File "writez_dx8.cpp"
$File "writestencil_dx8.cpp"
$File "yuv.cpp"
$Folder "Remove me when VAC2 is out"
{
$File "..\shader_dll_verify.cpp"
$File "..\shader_dll_verify.h"
}
}
$Folder "Header Files"
{
$File "eyes_dx8_dx9_helper.h"
$File "worldvertextransition_dx8_helper.h"
$File "BaseVSShader.h"
}
$Folder "Link Libraries"
{
$File "$SRCDIR\dx9sdk\lib\d3dx9.lib"
$Lib mathlib
$Lib shaderlib
}
$File "$SRCDIR\devtools\bin\fxc_prep.pl"
$File "$SRCDIR\devtools\bin\vsh_prep.pl"
$File "$SRCDIR\devtools\bin\psh_prep.pl"
$Shaders "stdshader_dx9_20b.txt"
$Shaders "stdshader_dx9_30.txt"
//$Shaders "stdshader_dx10.txt"
}