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#! /usr/bin/env python
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# encoding: utf-8
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from waflib import Utils
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import os
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top = '.'
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PROJECT_NAME = 'stdshader_dx9'
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def options(opt):
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# stub
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return
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def configure(conf):
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conf.env.append_unique('DEFINES',[
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'STDSHADER_DX9_DLL_EXPORT',
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'FAST_MATERIALVAR_ACCESS'
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])
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def build(bld):
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source = [
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'aftershock.cpp',
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'aftershock_helper.cpp',
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'AccumBuff4Sample.cpp',
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'accumbuff5sample.cpp',
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'BaseVSShader.cpp',
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'bik_dx90.cpp',
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'Bloom.cpp',
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'BlurFilterX.cpp',
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'BlurFilterY.cpp',
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'BufferClearObeyStencil_dx9.cpp',
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'cable_dx9.cpp',
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'cloak.cpp',
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'cloak_blended_pass_helper.cpp',
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'cloak_dx9_helper.cpp',
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'cloud_dx9.cpp',
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'colorcorrection.cpp',
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'compositor.cpp',
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'core_dx9.cpp',
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'color_projection.cpp',
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'debugmrttexture.cpp',
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#'debugmorphaccumulator_dx9.cpp', [$WIN32]
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'DebugTextureView.cpp',
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'DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp',
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'DecalModulate_dx9.cpp',
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'depthwrite.cpp',
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'Downsample.cpp',
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'downsample_nohdr.cpp',
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'Engine_Post_dx9.cpp',
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'emissive_scroll_blended_pass_helper.cpp',
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'eye_refract.cpp',
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'eye_refract_helper.cpp',
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'eyes_dx8_dx9_helper.cpp',
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'eyes_dx9.cpp',
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'eyeglint_dx9.cpp',
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'filmdust_dx8_dx9.cpp',
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'filmgrain_dx8_dx9.cpp',
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'flesh_interior_blended_pass_helper.cpp',
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'floatcombine.cpp',
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'floatcombine_autoexpose.cpp',
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'floattoscreen.cpp',
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'floattoscreen_vanilla.cpp',
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'HDRCombineTo16Bit.cpp',
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'HDRSelectRange.cpp',
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'hsl_filmgrain_pass1.cpp',
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'hsl_filmgrain_pass2.cpp',
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'hsv.cpp',
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'introscreenspaceeffect.cpp',
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'lightmappedgeneric_dx9.cpp',
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'lightmappedgeneric_dx9_helper.cpp',
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'lightmappedreflective.cpp',
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'modulate_dx9.cpp',
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'MonitorScreen_dx9.cpp',
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#'morphaccumulate_dx9.cpp', [$WIN32]
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#'morphweight_dx9.cpp', [$WIN32]
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'motion_blur_dx9.cpp',
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'occlusion_dx9.cpp',
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'particlelitgeneric_dx9.cpp',
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'particlelitgeneric_dx9_helper.cpp',
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'particlesphere_dx9.cpp',
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'portal.cpp',
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'portalstaticoverlay.cpp',
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'portal_refract.cpp',
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'portal_refract_helper.cpp',
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'pyro_vision.cpp',
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'refract.cpp',
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'refract_dx9_helper.cpp',
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#'rendertargetblit_x360.cpp', [$X360]
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'sample4x4.cpp',
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'sample4x4_blend.cpp',
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'screenspace_general.cpp',
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'sfm_blurfilterx.cpp',
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'sfm_blurfiltery.cpp',
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'sfm_downsample.cpp',
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'sfm_integercombine.cpp',
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'shadow.cpp',
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'shadowbuild_dx9.cpp',
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'shadowmodel_dx9.cpp',
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'shatteredglass.cpp',
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'showz.cpp',
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'skin_dx9_helper.cpp',
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'sky_dx9.cpp',
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'sky_hdr_dx9.cpp',
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'sprite_dx9.cpp',
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'spritecard.cpp',
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'teeth.cpp',
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'TreeLeaf.cpp',
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'unlitgeneric_dx9.cpp',
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'unlittwotexture_dx9.cpp',
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'vertexlitgeneric_dx9.cpp',
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'vertexlitgeneric_dx9_helper.cpp',
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'volume_clouds.cpp',
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'volume_clouds_helper.cpp',
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'vortwarp_dx9.cpp',
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'vr_distort_hud.cpp',
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'vr_distort_texture.cpp',
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'warp.cpp',
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'water.cpp',
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'weapon_sheen_pass_helper.cpp',
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'windowimposter_dx90.cpp',
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'wireframe_dx9.cpp',
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'worldtwotextureblend.cpp',
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'worldvertexalpha.cpp',
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'worldvertextransition.cpp',
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'worldvertextransition_dx8_helper.cpp',
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'writez_dx9.cpp',
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'writestencil_dx9.cpp',
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'eyeball.cpp'
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# $Folder 'stdshader_dbg Files', [$X360]
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# {
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# 'debugdepth.cpp',
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# 'DebugDrawEnvmapMask.cpp',
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# 'debugluxel.cpp',
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# 'debugnormalmap.cpp',
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# 'debugtangentspace.cpp',
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# 'fillrate.cpp',
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]
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includes = [
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'.',
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'../../public',
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'../../public/tier0',
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'../../public/tier1',
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'fxctmp9',
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'vshtmp9'
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] + bld.env.INCLUDES_SDL2
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defines = []
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libs = ['tier0','shaderlib','tier1','mathlib']
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if bld.env.DEST_OS == 'android':
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libs += ['ANDROID_SUPPORT']
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install_path = bld.env.LIBDIR
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bld.shlib(
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source = source,
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target = PROJECT_NAME,
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name = PROJECT_NAME,
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features = 'c cxx',
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includes = includes,
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defines = defines,
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use = libs,
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install_path = install_path,
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subsystem = bld.env.MSVC_SUBSYSTEM,
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idx = bld.get_taskgen_count()
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)
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