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141 lines
3.7 KiB
141 lines
3.7 KiB
//----------------------------------------------------------------------------- |
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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 "$LIBPUBLIC" |
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// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't |
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// link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned. |
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$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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