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-rw-r--r--materialsystem/stdshaders/stdshader_dx9.vpc247
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diff --git a/materialsystem/stdshaders/stdshader_dx9.vpc b/materialsystem/stdshaders/stdshader_dx9.vpc
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+//-----------------------------------------------------------------------------
+// STDSHADER_DX9.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
+ {
+ $OutputDirectory "Debug_dx9" [$WINDOWS]
+ $IntermediateDirectory "Debug_dx9" [$WINDOWS]
+
+ $OutputDirectory "Debug_dx9_360" [$X360]
+ $IntermediateDirectory "Debug_dx9_360" [$X360]
+ }
+}
+
+$Configuration "Release"
+{
+ $General
+ {
+ $OutputDirectory "Release_dx9" [$WINDOWS]
+ $IntermediateDirectory "Release_dx9" [$WINDOWS]
+
+ $OutputDirectory "Release_dx9_360" [$X360]
+ $IntermediateDirectory "Release_dx9_360" [$X360]
+ }
+}
+
+// Common Configuration
+$Configuration
+{
+ $Compiler
+ {
+ $AdditionalIncludeDirectories "$BASE;fxctmp9;vshtmp9;" [$WIN32||$POSIX]
+ $AdditionalIncludeDirectories "$BASE;..\..\dx9sdk\include" [$WIN32]
+ $AdditionalIncludeDirectories "$BASE;fxctmp9_360;vshtmp9_360" [$X360]
+ $PreprocessorDefinitions "$BASE;STDSHADER_DX9_DLL_EXPORT;FAST_MATERIALVAR_ACCESS"
+ $PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL]
+ }
+
+ $Linker
+ {
+ $AdditionalDependencies "$BASE version.lib winmm.lib" [$WIN32]
+ $ModuleDefinitionFile "xbox\xbox_dx9.def" [$X360]
+ $SystemLibraries "iconv" [$OSXALL]
+ }
+}
+
+$Project "stdshader_dx9"
+{
+ $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"
+ $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"
+ $File "debugmorphaccumulator_dx9.cpp" [$WIN32]
+ $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"
+ $File "morphaccumulate_dx9.cpp" [$WIN32]
+ $File "morphweight_dx9.cpp" [$WIN32]
+ $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"
+
+ $Folder "Remove me when VAC2 is out" [$WIN32]
+ {
+ $File "$SRCDIR\tier1\checksum_crc.cpp"
+ $File "$SRCDIR\tier1\checksum_md5.cpp"
+ $File "..\shader_dll_verify.cpp"
+ $File "..\shader_dll_verify.h"
+ }
+
+ // 360 collapes stdshader_dbg.dll into stdshader_dx9.dll
+ $Folder "stdshader_dbg Files" [$X360]
+ {
+ $File "debugdepth.cpp"
+ $File "DebugDrawEnvmapMask.cpp"
+ $File "debugluxel.cpp"
+ $File "debugnormalmap.cpp"
+ $File "debugtangentspace.cpp"
+ $File "fillrate.cpp"
+
+ // dead shader, but hl2 models have it
+ $File "eyeball.cpp"
+ }
+ }
+
+ $Folder "Xbox" [$X360]
+ {
+ -$File "xbox\xbox.def"
+ $File "xbox\xbox_dx9.def"
+ }
+
+ $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"
+ }
+
+ $Folder "Link Libraries" [$WIN32]
+ {
+ $File "$SRCDIR\dx9sdk\lib\d3dx9.lib"
+ }
+
+ $Folder "Link Libraries"
+ {
+ $Lib mathlib
+ $Lib shaderlib
+ }
+
+ $File "$SRCDIR\devtools\bin\vsh_prep.pl"
+ $File "$SRCDIR\devtools\bin\psh_prep.pl"
+ $File "$SRCDIR\devtools\bin\fxc_prep.pl"
+ $File "$SRCDIR\devtools\bin\updateshaders.pl"
+ $File "$SRCDIR\devtools\bin\copyshaders.pl"
+ $File "$SRCDIR\devtools\bin\p4autocheckout.pl"
+ $File "$SRCDIR\devtools\bin\p4revertshadertargets.pl"
+ $File "$SRCDIR\devtools\bin\valve_perl_helpers.pl"
+ $File "$SRCDIR\devtools\bin\checkshaderchecksums.pl"
+ $File "buildallshaders.bat"
+ $File "buildshaders.bat"
+
+ $Shaders "stdshader_dx9_20b.txt"
+ $Shaders "stdshader_dx9_30.txt"
+ //$Shaders "stdshader_dx10.txt"
+}