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296 lines
7.3 KiB
296 lines
7.3 KiB
# Microsoft Developer Studio Project File - Name="shaderlib" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Static Library" 0x0104
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CFG=shaderlib - Win32 Debug
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "shaderlib.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "shaderlib.mak" CFG="shaderlib - Win32 Debug"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "shaderlib - Win32 Release" (based on "Win32 (x86) Static Library")
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!MESSAGE "shaderlib - Win32 Debug" (based on "Win32 (x86) Static Library")
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!MESSAGE
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# Begin Project
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# PROP Scc_ProjName "shaderlib"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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RSC=rc.exe
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# Begin Custom Build - Publishing to target directory (..\..\lib\public\)...
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TargetDir=.\Release
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TargetPath=.\Release\shaderlib.lib
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InputPath=.\Release\shaderlib.lib
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SOURCE="$(InputPath)"
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"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib
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copy $(TargetPath) ..\..\lib\public\shaderlib.lib
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if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map
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# 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
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# 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
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BSC32=bscmake.exe
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LIB32=link.exe -lib
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# ADD BASE LIB32 /nologo
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# ADD LIB32 /nologo
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# Begin Custom Build - Publishing to target directory (..\..\lib\public\)...
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TargetDir=.\Debug
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TargetPath=.\Debug\shaderlib.lib
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InputPath=.\Debug\shaderlib.lib
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SOURCE="$(InputPath)"
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"..\..\lib\public\shaderlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\lib\public\shaderlib.lib attrib -r ..\..\lib\public\shaderlib.lib
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copy $(TargetPath) ..\..\lib\public\shaderlib.lib
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if exist $(TargetDir)\shaderlib.map copy $(TargetDir)\shaderlib.map ..\..\lib\public\shaderlib.map
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# Name "shaderlib - Win32 Release"
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SOURCE=.\BaseShader.cpp
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SOURCE=..\..\tier1\convar.cpp
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SOURCE=..\..\tier1\interface.cpp
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SOURCE=.\ShaderDLL.cpp
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SOURCE=.\shaderDLL_Global.h
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SOURCE=.\shaderlib_cvar.cpp
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SOURCE=..\..\public\shaderlib\BaseShader.h
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SOURCE=..\..\Public\basetypes.h
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SOURCE=..\..\Public\commonmacros.h
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SOURCE=..\..\public\shaderlib\cshader.h
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SOURCE=..\..\public\tier0\dbg.h
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SOURCE=..\..\public\tier0\fasttimer.h
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SOURCE=..\..\public\appframework\IAppSystem.h
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SOURCE=..\..\public\vstdlib\ICommandLine.h
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SOURCE=..\..\Public\icvar.h
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SOURCE=..\..\Public\ImageLoader.h
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SOURCE=..\..\public\materialsystem\imaterial.h
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# End Source File
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SOURCE=..\..\public\materialsystem\imaterialsystem.h
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SOURCE=..\..\public\materialsystem\imaterialsystemhardwareconfig.h
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SOURCE=..\..\public\materialsystem\imaterialvar.h
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SOURCE=..\..\public\materialsystem\imesh.h
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SOURCE=..\..\public\materialsystem\IShader.h
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SOURCE=..\..\public\materialsystem\ishaderapi.h
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SOURCE=..\IShaderSystem.h
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SOURCE=..\..\public\materialsystem\itexture.h
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SOURCE=..\..\public\materialsystem\materialsystem_config.h
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SOURCE=..\..\Public\MATHLIB.H
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SOURCE=..\..\public\tier0\memdbgoff.h
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SOURCE=..\..\public\tier0\memdbgon.h
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SOURCE=..\..\public\tier0\platform.h
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SOURCE=..\..\public\protected_things.h
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SOURCE=..\..\public\shaderlib\ShaderDLL.h
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# End Source File
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SOURCE=..\..\public\string_t.h
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SOURCE=..\..\public\vstdlib\strtools.h
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SOURCE=..\..\public\tier1\utlmemory.h
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SOURCE=..\..\public\tier1\utlvector.h
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SOURCE=..\..\Public\vector.h
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