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//-----------------------------------------------------------------------------
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// STDSHADER_DX9.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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$OutputDirectory "Debug_dx9" [$WINDOWS]
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$IntermediateDirectory "Debug_dx9" [$WINDOWS]
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$OutputDirectory "Debug_dx9_360" [$X360]
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$IntermediateDirectory "Debug_dx9_360" [$X360]
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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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$OutputDirectory "Release_dx9" [$WINDOWS]
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$IntermediateDirectory "Release_dx9" [$WINDOWS]
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$OutputDirectory "Release_dx9_360" [$X360]
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$IntermediateDirectory "Release_dx9_360" [$X360]
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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;" [$WIN32||$POSIX]
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$AdditionalIncludeDirectories "$BASE;..\..\dx9sdk\include" [$WIN32]
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$AdditionalIncludeDirectories "$BASE;fxctmp9_360;vshtmp9_360" [$X360]
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$PreprocessorDefinitions "$BASE;STDSHADER_DX9_DLL_EXPORT;FAST_MATERIALVAR_ACCESS"
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$PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL]
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}
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$Linker
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{
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$AdditionalDependencies "$BASE version.lib winmm.lib" [$WIN32]
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$ModuleDefinitionFile "xbox\xbox_dx9.def" [$X360]
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$SystemLibraries "iconv" [$OSXALL]
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}
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}
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$Project "stdshader_dx9"
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{
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$Folder "Source Files"
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{
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$File "aftershock.cpp"
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$File "aftershock_helper.cpp"
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$File "AccumBuff4Sample.cpp"
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$File "accumbuff5sample.cpp"
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$File "BaseVSShader.cpp"
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$File "bik_dx90.cpp"
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$File "Bloom.cpp"
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$File "BlurFilterX.cpp"
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$File "BlurFilterY.cpp"
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$File "BufferClearObeyStencil_dx9.cpp"
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$File "cable_dx9.cpp"
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$File "cloak.cpp"
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$File "cloak_blended_pass_helper.cpp"
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$File "cloak_dx9_helper.cpp"
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$File "cloud_dx9.cpp"
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$File "colorcorrection.cpp"
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$File "compositor.cpp"
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$File "core_dx9.cpp"
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$File "color_projection.cpp"
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$File "debugmrttexture.cpp"
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$File "debugmorphaccumulator_dx9.cpp" [$WIN32]
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$File "DebugTextureView.cpp"
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$File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp"
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$File "DecalModulate_dx9.cpp"
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$File "depthwrite.cpp"
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$File "Downsample.cpp"
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$File "downsample_nohdr.cpp"
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$File "Engine_Post_dx9.cpp"
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$File "emissive_scroll_blended_pass_helper.cpp"
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$File "eye_refract.cpp"
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$File "eye_refract_helper.cpp"
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$File "eyes_dx8_dx9_helper.cpp"
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$File "eyes_dx9.cpp"
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$File "eyeglint_dx9.cpp"
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$File "filmdust_dx8_dx9.cpp"
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$File "filmgrain_dx8_dx9.cpp"
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$File "flesh_interior_blended_pass_helper.cpp"
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$File "floatcombine.cpp"
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$File "floatcombine_autoexpose.cpp"
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$File "floattoscreen.cpp"
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$File "floattoscreen_vanilla.cpp"
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$File "HDRCombineTo16Bit.cpp"
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$File "HDRSelectRange.cpp"
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$File "hsl_filmgrain_pass1.cpp"
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$File "hsl_filmgrain_pass2.cpp"
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$File "hsv.cpp"
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$File "introscreenspaceeffect.cpp"
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$File "lightmappedgeneric_dx9.cpp"
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$File "lightmappedgeneric_dx9_helper.cpp"
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$File "lightmappedreflective.cpp"
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$File "modulate_dx9.cpp"
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$File "MonitorScreen_dx9.cpp"
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$File "morphaccumulate_dx9.cpp" [$WIN32]
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$File "morphweight_dx9.cpp" [$WIN32]
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$File "motion_blur_dx9.cpp"
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$File "occlusion_dx9.cpp"
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$File "particlelitgeneric_dx9.cpp"
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$File "particlelitgeneric_dx9_helper.cpp"
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$File "particlesphere_dx9.cpp"
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$File "pbr_dx9.cpp"
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$File "portal.cpp"
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$File "portalstaticoverlay.cpp"
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$File "portal_refract.cpp"
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$File "portal_refract_helper.cpp"
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$File "pyro_vision.cpp"
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$File "refract.cpp"
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$File "refract_dx9_helper.cpp"
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$File "rendertargetblit_x360.cpp" [$X360]
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$File "sample4x4.cpp"
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$File "sample4x4_blend.cpp"
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$File "screenspace_general.cpp"
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$File "sfm_blurfilterx.cpp"
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$File "sfm_blurfiltery.cpp"
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$File "sfm_downsample.cpp"
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$File "sfm_integercombine.cpp"
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$File "shadow.cpp"
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$File "shadowbuild_dx9.cpp"
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$File "shadowmodel_dx9.cpp"
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$File "shatteredglass.cpp"
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$File "showz.cpp"
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$File "skin_dx9_helper.cpp"
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$File "sky_dx9.cpp"
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$File "sky_hdr_dx9.cpp"
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$File "sprite_dx9.cpp"
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$File "spritecard.cpp"
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$File "teeth.cpp"
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$File "TreeLeaf.cpp"
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$File "unlitgeneric_dx9.cpp"
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$File "unlittwotexture_dx9.cpp"
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$File "vertexlitgeneric_dx9.cpp"
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$File "vertexlitgeneric_dx9_helper.cpp"
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$File "volume_clouds.cpp"
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$File "volume_clouds_helper.cpp"
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$File "vortwarp_dx9.cpp"
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$File "vr_distort_hud.cpp"
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$File "vr_distort_texture.cpp"
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$File "warp.cpp"
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$File "water.cpp"
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$File "weapon_sheen_pass_helper.cpp"
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$File "windowimposter_dx90.cpp"
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$File "wireframe_dx9.cpp"
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$File "worldtwotextureblend.cpp"
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$File "worldvertexalpha.cpp"
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$File "worldvertextransition.cpp"
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$File "worldvertextransition_dx8_helper.cpp"
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$File "writez_dx9.cpp"
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$File "writestencil_dx9.cpp"
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$Folder "Remove me when VAC2 is out" [$WIN32]
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{
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$File "$SRCDIR\tier1\checksum_crc.cpp"
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$File "$SRCDIR\tier1\checksum_md5.cpp"
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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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// 360 collapes stdshader_dbg.dll into stdshader_dx9.dll
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$Folder "stdshader_dbg Files" [$X360]
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{
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$File "debugdepth.cpp"
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$File "DebugDrawEnvmapMask.cpp"
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$File "debugluxel.cpp"
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$File "debugnormalmap.cpp"
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$File "debugtangentspace.cpp"
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$File "fillrate.cpp"
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// dead shader, but hl2 models have it
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$File "eyeball.cpp"
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}
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}
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$Folder "Xbox" [$X360]
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{
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-$File "xbox\xbox.def"
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$File "xbox\xbox_dx9.def"
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}
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$Folder "Header Files"
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{
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$File "BaseVSShader.h"
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$File "cloak_dx9_helper.h"
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$File "common_fxc.h"
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$File "common_hlsl_cpp_consts.h"
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$File "common_ps_fxc.h"
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$File "common_vertexlitgeneric_dx9.h"
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$File "common_vs_fxc.h"
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$File "lightmappedgeneric_dx9_helper.h"
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$File "lightmappedgeneric_ps2_3_x.h"
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$File "refract_dx9_helper.h"
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$File "shader_constant_register_map.h"
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$File "skin_dx9_helper.h"
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$File "particlelitgeneric_dx9_helper.h"
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$File "pbr_common_ps2_3_x.h"
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$File "vertexlitgeneric_dx95_helper.h"
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$File "vortwarp_vs20_helper.h"
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$File "worldvertextransition_dx8_helper.h"
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$File "water_ps2x_helper.h"
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}
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$Folder "Link Libraries" [$WIN32]
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{
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$File "$SRCDIR\dx9sdk\lib\d3dx9.lib"
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}
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$Folder "Link Libraries"
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{
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$Lib mathlib
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$Lib shaderlib
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}
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$File "$SRCDIR\devtools\bin\vsh_prep.pl"
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$File "$SRCDIR\devtools\bin\psh_prep.pl"
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$File "$SRCDIR\devtools\bin\fxc_prep.pl"
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$File "$SRCDIR\devtools\bin\updateshaders.pl"
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$File "$SRCDIR\devtools\bin\copyshaders.pl"
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$File "$SRCDIR\devtools\bin\p4autocheckout.pl"
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$File "$SRCDIR\devtools\bin\p4revertshadertargets.pl"
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$File "$SRCDIR\devtools\bin\valve_perl_helpers.pl"
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$File "$SRCDIR\devtools\bin\checkshaderchecksums.pl"
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$File "buildallshaders.bat"
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$File "buildshaders.bat"
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$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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