Team Fortress 2 Source Code as on 22/4/2020
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296 lines
7.3 KiB

  1. # Microsoft Developer Studio Project File - Name="shaderlib" - Package Owner=<4>
  2. # Microsoft Developer Studio Generated Build File, Format Version 6.00
  3. # ** DO NOT EDIT **
  4. # TARGTYPE "Win32 (x86) Static Library" 0x0104
  5. CFG=shaderlib - Win32 Debug
  6. !MESSAGE This is not a valid makefile. To build this project using NMAKE,
  7. !MESSAGE use the Export Makefile command and run
  8. !MESSAGE
  9. !MESSAGE NMAKE /f "shaderlib.mak".
  10. !MESSAGE
  11. !MESSAGE You can specify a configuration when running NMAKE
  12. !MESSAGE by defining the macro CFG on the command line. For example:
  13. !MESSAGE
  14. !MESSAGE NMAKE /f "shaderlib.mak" CFG="shaderlib - Win32 Debug"
  15. !MESSAGE
  16. !MESSAGE Possible choices for configuration are:
  17. !MESSAGE
  18. !MESSAGE "shaderlib - Win32 Release" (based on "Win32 (x86) Static Library")
  19. !MESSAGE "shaderlib - Win32 Debug" (based on "Win32 (x86) Static Library")
  20. !MESSAGE
  21. # Begin Project
  22. # PROP AllowPerConfigDependencies 0
  23. # PROP Scc_ProjName "shaderlib"
  24. # PROP Scc_LocalPath "."
  25. CPP=cl.exe
  26. RSC=rc.exe
  27. !IF "$(CFG)" == "shaderlib - Win32 Release"
  28. # PROP BASE Use_MFC 0
  29. # PROP BASE Use_Debug_Libraries 0
  30. # PROP BASE Output_Dir "Release"
  31. # PROP BASE Intermediate_Dir "Release"
  32. # PROP BASE Target_Dir ""
  33. # PROP Use_MFC 0
  34. # PROP Use_Debug_Libraries 0
  35. # PROP Output_Dir "Release"
  36. # PROP Intermediate_Dir "Release"
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  38. # ADD BASE CPP /nologo /G6 /W4 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FD /c
  39. # ADD CPP /nologo /G6 /W4 /Z7 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "./" /I "../" /I "../../public" /I "../../public\tier1" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FD /c
  40. # ADD BASE RSC /l 0x409 /d "NDEBUG"
  41. # ADD RSC /l 0x409 /d "NDEBUG"
  42. BSC32=bscmake.exe
  43. # ADD BASE BSC32 /nologo
  44. # ADD BSC32 /nologo
  45. LIB32=link.exe -lib
  46. # ADD BASE LIB32 /nologo
  47. # ADD LIB32 /nologo
  48. # Begin Custom Build - Publishing to target directory (..\..\lib\public\)...
  49. TargetDir=.\Release
  50. TargetPath=.\Release\shaderlib.lib
  51. InputPath=.\Release\shaderlib.lib
  52. SOURCE="$(InputPath)"
  53. "..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  54. if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib
  55. copy $(TargetPath) ..\..\lib\public\shaderlib.lib
  56. if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map
  57. # End Custom Build
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  59. # PROP BASE Use_MFC 0
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  65. # PROP Use_Debug_Libraries 1
  66. # PROP Output_Dir "Debug"
  67. # PROP Intermediate_Dir "Debug"
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  69. # ADD BASE CPP /nologo /G6 /W4 /Gm /Zi /Od /Op /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FR /FD /GZ /c
  70. # ADD CPP /nologo /G6 /W4 /Z7 /Od /Op /I "./" /I "../" /I "../../public" /I "../../public\tier1" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D fopen=dont_use_fopen /D "_WIN32" /FR /FD /GZ /c
  71. # ADD BASE RSC /l 0x409 /d "_DEBUG"
  72. # ADD RSC /l 0x409 /d "_DEBUG"
  73. BSC32=bscmake.exe
  74. # ADD BASE BSC32 /nologo
  75. # ADD BSC32 /nologo
  76. LIB32=link.exe -lib
  77. # ADD BASE LIB32 /nologo
  78. # ADD LIB32 /nologo
  79. # Begin Custom Build - Publishing to target directory (..\..\lib\public\)...
  80. TargetDir=.\Debug
  81. TargetPath=.\Debug\shaderlib.lib
  82. InputPath=.\Debug\shaderlib.lib
  83. SOURCE="$(InputPath)"
  84. "..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  85. if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib
  86. copy $(TargetPath) ..\..\lib\public\shaderlib.lib
  87. if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map
  88. # End Custom Build
  89. !ENDIF
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  96. SOURCE=.\BaseShader.cpp
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  133. # End Source File
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  135. SOURCE=..\..\public\shaderlib\cshader.h
  136. # End Source File
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  183. SOURCE=..\..\public\materialsystem\materialsystem_config.h
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  204. SOURCE=..\..\public\string_t.h
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  206. # Begin Source File
  207. SOURCE=..\..\public\vstdlib\strtools.h
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  210. SOURCE=..\..\public\tier1\utlmemory.h
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