2025-06-17 12:26:53 -05:00

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//-----------------------------------------------------------------------------
// STDSHADER_DX9_INC.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
// 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.
$Conditional DISABLE_FTOL3_OVERRIDE "1" [!$SOURCESDK]
$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration "Debug"
{
$General
{
$OutputDirectory "Debug_dx9" [$WINDOWS]
$IntermediateDirectory "Debug_dx9" [$WINDOWS]
}
}
$Configuration "Release"
{
$General
{
$OutputDirectory "Release_dx9" [$WINDOWS]
$IntermediateDirectory "Release_dx9" [$WINDOWS]
}
}
// Common Configuration
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories "$BASE;include;" [$WINDOWS||$POSIX]
$AdditionalIncludeDirectories "$BASE;..\..\dx9sdk\include" [$WINDOWS]
$PreprocessorDefinitions "$BASE;STDSHADER_DX9_DLL_EXPORT;FAST_MATERIALVAR_ACCESS"
$PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WINDOWS||$X360) && !$GL]
// https://developer.valvesoftware.com/wiki/Parallax_Corrected_Cubemaps
$PreprocessorDefinitions "$BASE;PARALLAX_CORRECTED_CUBEMAPS" [$MAPBASE]
}
$Linker
{
$AdditionalDependencies "$BASE version.lib winmm.lib" [$WINDOWS]
}
}
$Project
{
$Folder "Source Files"
{
$File "aftershock.cpp"
$File "aftershock_helper.cpp"
$File "AccumBuff4Sample.cpp"
$File "accumbuff5sample.cpp"
$File "BaseVSShader.cpp"
$File "bik_dx90.cpp"
$File "Bloom.cpp"
$File "BlurFilterX.cpp"
$File "BlurFilterY.cpp"
$File "BufferClearObeyStencil_dx9.cpp"
$File "cable_dx9.cpp" [!$MAPBASE]
$File "cloak.cpp"
$File "cloak_blended_pass_helper.cpp"
$File "cloak_dx9_helper.cpp"
$File "cloud_dx9.cpp"
$File "colorcorrection.cpp"
$File "compositor.cpp"
$File "core_dx9.cpp"
$File "color_projection.cpp"
$File "debugmrttexture.cpp"
$File "debugmorphaccumulator_dx9.cpp" [$WINDOWS]
$File "DebugTextureView.cpp"
$File "DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp"
$File "DecalModulate_dx9.cpp"
$File "depthwrite.cpp"
$File "Downsample.cpp"
$File "downsample_nohdr.cpp"
$File "Engine_Post_dx9.cpp"
$File "emissive_scroll_blended_pass_helper.cpp"
$File "eye_refract.cpp"
$File "eye_refract_helper.cpp"
$File "eyes_dx8_dx9_helper.cpp"
$File "eyes_dx9.cpp"
$File "eyeglint_dx9.cpp"
$File "filmdust_dx8_dx9.cpp"
$File "filmgrain_dx8_dx9.cpp"
$File "flesh_interior_blended_pass_helper.cpp"
$File "floatcombine.cpp"
$File "floatcombine_autoexpose.cpp"
$File "floattoscreen.cpp"
$File "floattoscreen_vanilla.cpp"
$File "HDRCombineTo16Bit.cpp"
$File "HDRSelectRange.cpp"
$File "hsl_filmgrain_pass1.cpp"
$File "hsl_filmgrain_pass2.cpp"
$File "hsv.cpp"
$File "introscreenspaceeffect.cpp"
$File "lightmappedgeneric_dx9.cpp"
$File "lightmappedgeneric_dx9_helper.cpp"
$File "lightmappedreflective.cpp"
$File "modulate_dx9.cpp"
$File "MonitorScreen_dx9.cpp"
$File "morphaccumulate_dx9.cpp" [$WINDOWS]
$File "morphweight_dx9.cpp" [$WINDOWS]
$File "motion_blur_dx9.cpp"
$File "occlusion_dx9.cpp"
$File "particlelitgeneric_dx9.cpp"
$File "particlelitgeneric_dx9_helper.cpp"
$File "particlesphere_dx9.cpp"
$File "portal.cpp"
$File "portalstaticoverlay.cpp"
$File "portal_refract.cpp"
$File "portal_refract_helper.cpp"
$File "pyro_vision.cpp"
$File "refract.cpp"
$File "refract_dx9_helper.cpp"
$File "rendertargetblit_x360.cpp" [$X360]
$File "sample4x4.cpp"
$File "sample4x4_blend.cpp"
$File "screenspace_general.cpp"
$File "sfm_blurfilterx.cpp"
$File "sfm_blurfiltery.cpp"
$File "sfm_downsample.cpp"
$File "sfm_integercombine.cpp"
$File "shadow.cpp"
$File "shadowbuild_dx9.cpp"
$File "shadowmodel_dx9.cpp"
$File "shatteredglass.cpp"
$File "showz.cpp"
$File "skin_dx9_helper.cpp"
$File "sky_dx9.cpp"
$File "sky_hdr_dx9.cpp"
$File "sprite_dx9.cpp"
$File "spritecard.cpp"
$File "teeth.cpp"
$File "TreeLeaf.cpp"
$File "unlitgeneric_dx9.cpp"
$File "unlittwotexture_dx9.cpp"
$File "vertexlitgeneric_dx9.cpp"
$File "vertexlitgeneric_dx9_helper.cpp"
$File "volume_clouds.cpp"
$File "volume_clouds_helper.cpp"
$File "vortwarp_dx9.cpp"
$File "vr_distort_hud.cpp"
$File "vr_distort_texture.cpp"
$File "warp.cpp"
$File "water.cpp"
$File "weapon_sheen_pass_helper.cpp"
$File "windowimposter_dx90.cpp"
$File "wireframe_dx9.cpp"
$File "worldtwotextureblend.cpp"
$File "worldvertexalpha.cpp"
$File "worldvertextransition.cpp"
$File "worldvertextransition_dx8_helper.cpp"
$File "writez_dx9.cpp"
$File "writestencil_dx9.cpp"
$File "splinerope.cpp" [$MAPBASE]
$File "mapbase_sdk_stubs.cpp" [$MAPBASE]
$Folder "Remove me when VAC2 is out" [$WINDOWS && !$SOURCESDK]
{
$File "$SRCDIR\tier1\checksum_crc.cpp"
$File "$SRCDIR\tier1\checksum_md5.cpp"
$File "..\shader_dll_verify.cpp"
$File "..\shader_dll_verify.h"
}
}
$Folder "Header Files"
{
$File "BaseVSShader.h"
$File "cloak_dx9_helper.h"
$File "common_fxc.h"
$File "common_hlsl_cpp_consts.h"
$File "common_ps_fxc.h"
$File "common_vertexlitgeneric_dx9.h"
$File "common_vs_fxc.h"
$File "lightmappedgeneric_dx9_helper.h"
$File "lightmappedgeneric_ps2_3_x.h"
$File "refract_dx9_helper.h"
$File "shader_constant_register_map.h"
$File "skin_dx9_helper.h"
$File "particlelitgeneric_dx9_helper.h"
$File "vertexlitgeneric_dx95_helper.h"
$File "vortwarp_vs20_helper.h"
$File "worldvertextransition_dx8_helper.h"
$File "water_ps2x_helper.h"
}
$Folder "Link Libraries"
{
$Lib mathlib
$Lib shaderlib
$Lib tier2
}
$File "buildstdshaders.bat"
$File "buildshaders.bat"
$Shaders "stdshader_dx9_20b.txt"
$Shaders "stdshader_dx9_30.txt"
//$Shaders "stdshader_dx10.txt"
}