Team Fortress 2 Source Code as on 22/4/2020
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//----------------------------------------------------------------------------- // STDSHADER_DX8.VPC // // Project Script //-----------------------------------------------------------------------------
$Macro SRCDIR "..\.." $Macro OUTBINDIR "$SRCDIR\..\game\bin"
// shader_dll_verify.cpp defines a function called _ftol3. This means that we can't // link with the bug-fixed ftol3.obj. It also means we can't convert float-to-unsigned. $Macro DISABLE_FTOL3_OVERRIDE "1"
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration "Debug" { $General { $OutputDirectory "Debug_dx8" $IntermediateDirectory "Debug_dx8" } }
$Configuration "Release" { $General { $OutputDirectory "Release_dx8" $IntermediateDirectory "Release_dx8" } }
// Common Configuration $Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;..\..\dx9sdk\include" $PreprocessorDefinitions "$BASE;STDSHADER_DX8_DLL_EXPORT;FAST_MATERIALVAR_ACCESS" }
$Linker { $AdditionalDependencies "$BASE version.lib winmm.lib" } }
$Project "stdshader_dx8" { $Folder "Source Files" { $File "BaseVSShader.cpp" $File "BlurFilterX_dx80.cpp" $File "Bik_dx80.cpp" $File "Bik_dx81.cpp" $File "BlurFilterY_dx80.cpp" $File "BufferClearObeyStencil_dx8.cpp" $File "cable_dx8.cpp" $File "cloak_blended_pass_dx8_helper.cpp" $File "cloud_dx8.cpp" $File "core_dx8.cpp" $File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp" $File "detail.cpp" $File "downsample_nohdr_dx80.cpp" $File "dx8fallbacks.cpp" $File "eyes.cpp" $File "emissive_scroll_blended_pass_dx8_helper.cpp" $File "flesh_interior_blended_pass_dx8_helper.cpp" $File "eyes_dx8_dx9_helper.cpp" $File "filmdust_dx8_dx9.cpp" $File "filmgrain_dx8_dx9.cpp" $File "gooinglass.cpp" $File "introscreenspaceeffect_dx80.cpp" $File "lightmappedgeneric_decal.cpp" $File "lightmappedgeneric_dx8.cpp" $File "modulate_dx8.cpp" $File "MonitorScreen_dx8.cpp" $File "occlusion_dx8.cpp" $File "overlay_fit.cpp" $File "particlesphere_dx8.cpp" $File "portal_dx80.cpp" $File "portal_refract_dx8.cpp" $File "portal_refract_dx8_helper.cpp" $File "portalstaticoverlay_dx80.cpp" $File "predator.cpp" $File "refract_dx80.cpp" $File "screenspace_general_dx8.cpp" $File "shadow_dx8.cpp" $File "shadowbuild_dx8.cpp" $File "shadowmodel_dx8.cpp" $File "shatteredglass_dx8.cpp" $File "sprite.cpp" $File "spritecard.cpp" $File "teeth_dx8.cpp" $File "unlitgeneric_dx8.cpp" $File "unlittwotexture_dx8.cpp" $File "vertexlitgeneric_dx8.cpp" $File "vortwarp_dx8.cpp" $File "water_dx80.cpp" $File "water_dx81.cpp" $File "windowimposter_dx80.cpp" $File "wireframe_dx8.cpp" $File "worldtwotextureblend_dx8.cpp" $File "worldvertexalpha_dx8.cpp" $File "WorldVertexTransition_dx8.cpp" $File "worldvertextransition_dx8_helper.cpp" $File "writez_dx8.cpp" $File "writestencil_dx8.cpp" $File "yuv.cpp"
$Folder "Remove me when VAC2 is out" { $File "..\shader_dll_verify.cpp" $File "..\shader_dll_verify.h" } }
$Folder "Header Files" { $File "eyes_dx8_dx9_helper.h" $File "worldvertextransition_dx8_helper.h" $File "BaseVSShader.h" }
$Folder "Link Libraries" { $File "$SRCDIR\dx9sdk\lib\d3dx9.lib" $Lib mathlib $Lib shaderlib }
$File "$SRCDIR\devtools\bin\fxc_prep.pl" $File "$SRCDIR\devtools\bin\vsh_prep.pl" $File "$SRCDIR\devtools\bin\psh_prep.pl"
$Shaders "stdshader_dx9_20b.txt" $Shaders "stdshader_dx9_30.txt" //$Shaders "stdshader_dx10.txt" }
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