Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
# Microsoft Developer Studio Project File - Name="shaderlib" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=shaderlib - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run !MESSAGE !MESSAGE NMAKE /f "shaderlib.mak". !MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: !MESSAGE !MESSAGE NMAKE /f "shaderlib.mak" CFG="shaderlib - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "shaderlib - Win32 Release" (based on "Win32 (x86) Static Library") !MESSAGE "shaderlib - Win32 Debug" (based on "Win32 (x86) Static Library") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "shaderlib" # PROP Scc_LocalPath "." CPP=cl.exe RSC=rc.exe
!IF "$(CFG)" == "shaderlib - Win32 Release"
# PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "Release" # PROP BASE Intermediate_Dir "Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "Release" # PROP Intermediate_Dir "Release" # PROP Target_Dir "" # 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 # 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 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo # Begin Custom Build - Publishing to target directory (..\..\lib\public\)... TargetDir=.\Release TargetPath=.\Release\shaderlib.lib InputPath=.\Release\shaderlib.lib SOURCE="$(InputPath)"
"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib copy $(TargetPath) ..\..\lib\public\shaderlib.lib if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map # End Custom Build
!ELSEIF "$(CFG)" == "shaderlib - Win32 Debug"
# PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "Debug" # PROP BASE Intermediate_Dir "Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "Debug" # PROP Intermediate_Dir "Debug" # PROP Target_Dir "" # 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 # 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 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo # Begin Custom Build - Publishing to target directory (..\..\lib\public\)... TargetDir=.\Debug TargetPath=.\Debug\shaderlib.lib InputPath=.\Debug\shaderlib.lib SOURCE="$(InputPath)"
"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib copy $(TargetPath) ..\..\lib\public\shaderlib.lib if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map # End Custom Build
!ENDIF
# Begin Target
# Name "shaderlib - Win32 Release" # Name "shaderlib - Win32 Debug" # Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File
SOURCE=.\BaseShader.cpp # End Source File # Begin Source File
SOURCE=..\..\tier1\convar.cpp # End Source File # Begin Source File
SOURCE=..\..\public\tier1\convar.h # End Source File # Begin Source File
SOURCE=..\..\tier1\interface.cpp # End Source File # Begin Source File
SOURCE=..\..\public\tier1\interface.h # End Source File # Begin Source File
SOURCE=.\ShaderDLL.cpp # End Source File # Begin Source File
SOURCE=.\shaderDLL_Global.h # End Source File # Begin Source File
SOURCE=.\shaderlib_cvar.cpp # End Source File # Begin Source File
SOURCE=.\shaderlib_cvar.h # End Source File # End Group # Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File
SOURCE=..\..\public\shaderlib\BaseShader.h # End Source File # Begin Source File
SOURCE=..\..\Public\basetypes.h # End Source File # Begin Source File
SOURCE=..\..\Public\commonmacros.h # End Source File # Begin Source File
SOURCE=..\..\public\shaderlib\cshader.h # End Source File # Begin Source File
SOURCE=..\..\public\tier0\dbg.h # End Source File # Begin Source File
SOURCE=..\..\public\tier0\fasttimer.h # End Source File # Begin Source File
SOURCE=..\..\public\appframework\IAppSystem.h # End Source File # Begin Source File
SOURCE=..\..\public\vstdlib\ICommandLine.h # End Source File # Begin Source File
SOURCE=..\..\Public\icvar.h # End Source File # Begin Source File
SOURCE=..\..\Public\ImageLoader.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\imaterial.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\imaterialsystem.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\imaterialsystemhardwareconfig.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\imaterialvar.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\imesh.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\IShader.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\ishaderapi.h # End Source File # Begin Source File
SOURCE=..\IShaderSystem.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\itexture.h # End Source File # Begin Source File
SOURCE=..\..\public\materialsystem\materialsystem_config.h # End Source File # Begin Source File
SOURCE=..\..\Public\MATHLIB.H # End Source File # Begin Source File
SOURCE=..\..\public\tier0\memdbgoff.h # End Source File # Begin Source File
SOURCE=..\..\public\tier0\memdbgon.h # End Source File # Begin Source File
SOURCE=..\..\public\tier0\platform.h # End Source File # Begin Source File
SOURCE=..\..\public\protected_things.h # End Source File # Begin Source File
SOURCE=..\..\public\shaderlib\ShaderDLL.h # End Source File # Begin Source File
SOURCE=..\..\public\string_t.h # End Source File # Begin Source File
SOURCE=..\..\public\vstdlib\strtools.h # End Source File # Begin Source File
SOURCE=..\..\public\tier1\utlmemory.h # End Source File # Begin Source File
SOURCE=..\..\public\tier1\utlvector.h # End Source File # Begin Source File
SOURCE=..\..\Public\vector.h # End Source File # Begin Source File
SOURCE=..\..\Public\vector2d.h # End Source File # Begin Source File
SOURCE=..\..\Public\vector4d.h # End Source File # Begin Source File
SOURCE=..\..\Public\vmatrix.h # End Source File # Begin Source File
SOURCE=..\..\Public\vplane.h # End Source File # Begin Source File
SOURCE=..\..\public\vstdlib\vstdlib.h # End Source File # End Group # End Target # End Project
|