Counter Strike : Global Offensive Source Code
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222 lines
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$Project
{
$Folder "StdShaderDx9"
{
$Folder "Source Files"
{
$File "$STDSHADERSDIR\aftershock.cpp" [!$PS3]
$File "$STDSHADERSDIR\aftershock_helper.cpp" [!$PS3]
$File "$STDSHADERSDIR\AccumBuff4Sample.cpp" [!$PS3]
$File "$STDSHADERSDIR\accumbuff5sample.cpp" [!$PS3]
$File "$STDSHADERSDIR\BaseVSShader.cpp"
$File "$STDSHADERSDIR\bik_dx90.cpp"
$File "$STDSHADERSDIR\black.cpp"
$File "$STDSHADERSDIR\Blob_dx9.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\Blob_helper.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\Bloom.cpp" [!$PS3]
$File "$STDSHADERSDIR\BlurFilterX.cpp"
$File "$STDSHADERSDIR\BlurFilterY.cpp"
$File "$STDSHADERSDIR\BufferClearObeyStencil_dx9.cpp"
$File "$STDSHADERSDIR\cable_dx9.cpp" [!$PS3]
$File "$STDSHADERSDIR\character_ssao.cpp"
$File "$STDSHADERSDIR\character.cpp"
$File "$STDSHADERSDIR\cloak.cpp"
$File "$STDSHADERSDIR\cloak_blended_pass_helper.cpp"
$File "$STDSHADERSDIR\cloak_dx9_helper.cpp"
$File "$STDSHADERSDIR\colorcorrection.cpp" [!$PS3]
$File "$STDSHADERSDIR\colorout.cpp"
$File "$STDSHADERSDIR\cs_grass.cpp"
$File "$STDSHADERSDIR\customclothing.cpp"
$File "$STDSHADERSDIR\customweapon_dx9.cpp"
$File "$STDSHADERSDIR\customweapon_dx9_helper.cpp"
$File "$STDSHADERSDIR\customcharacter.cpp"
$File "$STDSHADERSDIR\debugmrttexture.cpp" [!$PS3]
$File "$STDSHADERSDIR\debugmorphaccumulator_dx9.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\DebugTextureView.cpp"
$File "$STDSHADERSDIR\DecalModulate_dx9.cpp"
$File "$STDSHADERSDIR\DepthOfField_dx9.cpp"
$File "$STDSHADERSDIR\depthwrite.cpp"
$File "$STDSHADERSDIR\Downsample.cpp"
$File "$STDSHADERSDIR\downsample_nohdr.cpp"
$File "$STDSHADERSDIR\Engine_Post_dx9.cpp"
$File "$STDSHADERSDIR\embroider.cpp"
$File "$STDSHADERSDIR\emissive_scroll_blended_pass_helper.cpp"
$File "$STDSHADERSDIR\eye_refract.cpp"
$File "$STDSHADERSDIR\eye_refract_helper.cpp"
$File "$STDSHADERSDIR\eyes_dx8_dx9_helper.cpp"
$File "$STDSHADERSDIR\eyes_dx9.cpp"
$File "$STDSHADERSDIR\eyeglint_dx9.cpp"
$File "$STDSHADERSDIR\flesh_interior_blended_pass_helper.cpp"
$File "$STDSHADERSDIR\floatcombine.cpp"
$File "$STDSHADERSDIR\floatcombine_autoexpose.cpp" [!$PS3]
$File "$STDSHADERSDIR\floattoscreen.cpp"
$File "$STDSHADERSDIR\floattoscreen_vanilla.cpp" [!$PS3]
$File "$STDSHADERSDIR\gamecontrols.cpp" [!$PS3]
$File "$STDSHADERSDIR\HDRCombineTo16Bit.cpp" [!$PS3]
$File "$STDSHADERSDIR\HDRSelectRange.cpp" [!$PS3]
$File "$STDSHADERSDIR\hsl_filmgrain_pass1.cpp"
$File "$STDSHADERSDIR\hsl_filmgrain_pass2.cpp"
$File "$STDSHADERSDIR\filmgrain.cpp"
$File "$STDSHADERSDIR\filmdust.cpp"
$File "$STDSHADERSDIR\hsv.cpp" [!$PS3]
$File "$STDSHADERSDIR\IceSurface_dx9.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\IceSurface_helper.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\introscreenspaceeffect.cpp" [!$PS3]
$File "$STDSHADERSDIR\lightmappedgeneric_dx9.cpp"
$File "$STDSHADERSDIR\lightmappedgeneric_dx9_helper.cpp"
$File "$STDSHADERSDIR\lightmappedpaint_dx9_helper.cpp"
$File "$STDSHADERSDIR\lightmappedreflective.cpp"
$File "$STDSHADERSDIR\lightmapped_4wayblend.cpp"
$File "$STDSHADERSDIR\lightmapped_4wayblend_dx9_helper.cpp"
$File "$STDSHADERSDIR\lightshafts.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\lightshafts_helper.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\modulate_dx9.cpp"
$File "$STDSHADERSDIR\MonitorScreen_dx9.cpp"
$File "$STDSHADERSDIR\morphaccumulate_dx9.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\morphweight_dx9.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\motion_blur_dx9.cpp"
$File "$STDSHADERSDIR\object_motion_blur_dx9.cpp" [!$PS3]
$File "$STDSHADERSDIR\multiblend.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\multiblend_dx9_helper.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\occlusion_dx9.cpp"
$File "$STDSHADERSDIR\paintblob_dx9.cpp"
$File "$STDSHADERSDIR\paintblob_helper.cpp"
$File "$STDSHADERSDIR\parallaxtest.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\particlelitgeneric_dx9.cpp"
$File "$STDSHADERSDIR\particlelitgeneric_dx9_helper.cpp"
$File "$STDSHADERSDIR\particlesphere_dx9.cpp"
$File "$STDSHADERSDIR\playstation_test_dx9.cpp" [$PS3]
$File "$STDSHADERSDIR\portal.cpp"
$File "$STDSHADERSDIR\portalstaticoverlay.cpp"
$File "$STDSHADERSDIR\portal_refract.cpp"
$File "$STDSHADERSDIR\portal_refract_helper.cpp"
$File "$STDSHADERSDIR\projected.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\projected_dx9_helper.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\proto_ice.cpp" [!$PS3]
$File "$STDSHADERSDIR\proto_ice_helper.cpp" [!$PS3]
$File "$STDSHADERSDIR\prototype.cpp" [!$PS3]
$File "$STDSHADERSDIR\prototype_helper.cpp" [!$PS3]
$File "$STDSHADERSDIR\refract.cpp"
$File "$STDSHADERSDIR\refract_dx9_helper.cpp"
$File "$STDSHADERSDIR\rendertargetblit_x360.cpp" [$X360]
$File "$STDSHADERSDIR\sample4x4.cpp"
$File "$STDSHADERSDIR\sample4x4_blend.cpp"
$File "$STDSHADERSDIR\screenspace_general.cpp"
$File "$STDSHADERSDIR\sfm_blurfilterx.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_blurfiltery.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_shape.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_downsample.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_integercombine.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_ambientocclusion.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\sfm_ao_blur.cpp" [$WINDOWS]
$File "$STDSHADERSDIR\shadow.cpp"
$File "$STDSHADERSDIR\shadowbuild_dx9.cpp"
$File "$STDSHADERSDIR\shadowmodel_dx9.cpp"
$File "$STDSHADERSDIR\shatteredglass.cpp"
$File "$STDSHADERSDIR\showz.cpp"
$File "$STDSHADERSDIR\solidenergy_dx9.cpp"
$File "$STDSHADERSDIR\solidenergy_dx9_helper.cpp"
$File "$STDSHADERSDIR\phong_dx9_helper.cpp"
$File "$STDSHADERSDIR\sky_hdr_dx9.cpp"
$File "$STDSHADERSDIR\splinerope.cpp"
$File "$STDSHADERSDIR\sprite_dx9.cpp"
$File "$STDSHADERSDIR\spritecard.cpp"
$File "$STDSHADERSDIR\teeth.cpp"
$File "$STDSHADERSDIR\TreeLeaf.cpp" [!$PS3]
$File "$STDSHADERSDIR\unlitgeneric_dx9.cpp"
$File "$STDSHADERSDIR\unlitworld_screensample.cpp"
$File "$STDSHADERSDIR\unlittwotexture_dx9.cpp"
$File "$STDSHADERSDIR\vertexlitgeneric_dx9.cpp"
$File "$STDSHADERSDIR\vertexlitgeneric_dx9_helper.cpp"
$File "$STDSHADERSDIR\vertexlit_sob_dx9.cpp" [$WINDOWS && $SOB]
$File "$STDSHADERSDIR\vertexlit_sob_dx9_helper.cpp" [$WINDOWS && $SOB]
$File "$STDSHADERSDIR\volume_clouds.cpp" [!$PS3]
$File "$STDSHADERSDIR\volume_clouds_helper.cpp" [!$PS3]
$File "$STDSHADERSDIR\vortwarp_dx9.cpp" [!$ps3]
$File "$STDSHADERSDIR\water.cpp"
$File "$STDSHADERSDIR\weapondecal_dx9.cpp"
$File "$STDSHADERSDIR\weapondecal_dx9_helper.cpp"
$File "$STDSHADERSDIR\windowimposter_dx90.cpp"
$File "$STDSHADERSDIR\wireframe_dx9.cpp"
$File "$STDSHADERSDIR\worldimposter.cpp"
$File "$STDSHADERSDIR\worldtwotextureblend.cpp"
$File "$STDSHADERSDIR\worldvertextransition.cpp"
$File "$STDSHADERSDIR\worldvertextransition_dx8_helper.cpp" [!$PS3]
$File "$STDSHADERSDIR\writez_dx9.cpp"
$File "$STDSHADERSDIR\writestencil_dx9.cpp"
$Folder "Remove me when VAC2 is out" [$WINDOWS]
{
$File "$SRCDIR\tier1\checksum_crc.cpp"
$File "$SRCDIR\tier1\checksum_md5.cpp"
$File "$STDSHADERSDIR\..\shader_dll_verify.cpp"
$File "$STDSHADERSDIR\..\shader_dll_verify.h"
}
// 360 collapes stdshader_dbg.dll into stdshader_dx9.dll
$Folder "stdshader_dbg Files" [$X360 || $PS3]
{
$File "$STDSHADERSDIR\debugdepth.cpp"
$File "$STDSHADERSDIR\DebugDrawEnvmapMask.cpp"
$File "$STDSHADERSDIR\debugluxel.cpp"
$File "$STDSHADERSDIR\debugnormalmap.cpp"
$File "$STDSHADERSDIR\debugtangentspace.cpp"
$File "$STDSHADERSDIR\fillrate.cpp"
// dead shader, but hl2 models have it
$File "$STDSHADERSDIR\eyeball.cpp"
}
}
$Folder "Header Files"
{
$File "$STDSHADERSDIR\BaseVSShader.h"
$File "$STDSHADERSDIR\Blob_helper.h" [$WINDOWS]
$File "$STDSHADERSDIR\cloak_dx9_helper.h"
$File "$STDSHADERSDIR\common_flashlight_fxc.h"
$File "$STDSHADERSDIR\common_fog_ps_fxc.h"
$File "$STDSHADERSDIR\common_fog_vs_fxc.h"
$File "$STDSHADERSDIR\common_fog_ps_supportsvertexfog_fxc.h"
$File "$STDSHADERSDIR\common_fog_vs_supportsvertexfog_fxc.h"
$File "$STDSHADERSDIR\common_fxc.h"
$File "$STDSHADERSDIR\common_hlsl_cpp_consts.h"
$File "$STDSHADERSDIR\common_lightmappedgeneric_fxc.h"
$File "$STDSHADERSDIR\common_ps_fxc.h"
$File "$STDSHADERSDIR\common_spritecard_fxc.h"
$File "$STDSHADERSDIR\common_splinerope_fxc.h"
$File "$STDSHADERSDIR\common_vertexlitgeneric_dx9.h"
$File "$STDSHADERSDIR\common_vs_fxc.h"
$File "$STDSHADERSDIR\csm_common_fxc.h"
$File "$STDSHADERSDIR\custom_character_fxc.h"
$File "$STDSHADERSDIR\customweapon_dx9_helper.h"
$File "$STDSHADERSDIR\IceSurface_helper.h" [$WINDOWS]
$File "$STDSHADERSDIR\fow_ps_fxc.h"
$File "$STDSHADERSDIR\fow_vs_fxc.h"
$File "$STDSHADERSDIR\fxaa3_11_fxc.h"
$File "$STDSHADERSDIR\lightmappedgeneric_dx9_helper.h"
$File "$STDSHADERSDIR\lightmappedpaint_dx9_helper.h"
$File "$STDSHADERSDIR\lightmapped_4wayblend_dx9_helper.h"
$File "$STDSHADERSDIR\lightshafts_helper.h"
$File "$STDSHADERSDIR\lightmappedgeneric_ps2_3_x.h"
$File "$STDSHADERSDIR\multiblend_dx9_helper.h"
$File "$STDSHADERSDIR\projected_dx9_helper.h"
$File "$STDSHADERSDIR\refract_dx9_helper.h"
$File "$STDSHADERSDIR\shader_constant_register_map.h"
$File "$STDSHADERSDIR\spline_fxc.h"
$File "$STDSHADERSDIR\solidenergy_dx9_helper.h"
$File "$STDSHADERSDIR\phong_dx9_helper.h"
$File "$STDSHADERSDIR\particlelitgeneric_dx9_helper.h"
$File "$STDSHADERSDIR\vertexlitgeneric_dx9_helper.h"
$File "$STDSHADERSDIR\vertexlit_sob_dx9_helper.h" [$WINDOWS && $SOB]
$File "$STDSHADERSDIR\volume_clouds_helper.h"
$File "$STDSHADERSDIR\vortwarp_vs20_helper.h"
$File "$STDSHADERSDIR\weapondecal_dx9_helper.h"
$File "$STDSHADERSDIR\worldvertextransition_dx8_helper.h"
}
}
}