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