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path: root/materialsystem/stdshaders/stdshader_dx8.vpc
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//-----------------------------------------------------------------------------
//	STDSHADER_DX8.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_dx8"	
		$IntermediateDirectory	"Debug_dx8"
	}
}

$Configuration	"Release"
{
	$General
	{
		$OutputDirectory		"Release_dx8"
		$IntermediateDirectory	"Release_dx8"
	}
}

// Common Configuration
$Configuration
{
	$Compiler
	{
		$AdditionalIncludeDirectories	"$BASE;fxctmp9;vshtmp9;..\..\dx9sdk\include"
		$PreprocessorDefinitions		"$BASE;STDSHADER_DX8_DLL_EXPORT;FAST_MATERIALVAR_ACCESS"
	}

	$Linker
	{
		$AdditionalDependencies			"$BASE version.lib winmm.lib"
	}
}


$Project "stdshader_dx8"
{
	$Folder	"Source Files"
	{
		$File	"BaseVSShader.cpp"					
		$File	"BlurFilterX_dx80.cpp"
		$File	"Bik_dx80.cpp"
		$File	"Bik_dx81.cpp"
		$File	"BlurFilterY_dx80.cpp"
		$File	"BufferClearObeyStencil_dx8.cpp"
		$File	"cable_dx8.cpp"
		$File	"cloak_blended_pass_dx8_helper.cpp"
		$File	"cloud_dx8.cpp"
		$File	"core_dx8.cpp"
		$File	"DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp"
		$File	"detail.cpp"
		$File	"downsample_nohdr_dx80.cpp"
		$File	"dx8fallbacks.cpp"
		$File	"eyes.cpp"
		$File	"emissive_scroll_blended_pass_dx8_helper.cpp"
		$File	"flesh_interior_blended_pass_dx8_helper.cpp"
		$File	"eyes_dx8_dx9_helper.cpp"					
		$File	"filmdust_dx8_dx9.cpp"							
		$File	"filmgrain_dx8_dx9.cpp"							
		$File	"gooinglass.cpp"						
		$File	"introscreenspaceeffect_dx80.cpp"				
		$File	"lightmappedgeneric_decal.cpp"					
		$File	"lightmappedgeneric_dx8.cpp"					
		$File	"modulate_dx8.cpp"						
		$File	"MonitorScreen_dx8.cpp"						
		$File	"occlusion_dx8.cpp"						
		$File	"overlay_fit.cpp"						
		$File	"particlesphere_dx8.cpp"					
		$File	"portal_dx80.cpp"						
		$File	"portal_refract_dx8.cpp"
		$File	"portal_refract_dx8_helper.cpp"
		$File	"portalstaticoverlay_dx80.cpp"					
		$File	"predator.cpp"							
		$File	"refract_dx80.cpp"						
		$File	"screenspace_general_dx8.cpp"						
		$File	"shadow_dx8.cpp"						
		$File	"shadowbuild_dx8.cpp"						
		$File	"shadowmodel_dx8.cpp"						
		$File	"shatteredglass_dx8.cpp"					
		$File	"sprite.cpp"							
		$File	"spritecard.cpp"
		$File	"teeth_dx8.cpp"							
		$File	"unlitgeneric_dx8.cpp"						
		$File	"unlittwotexture_dx8.cpp"					
		$File	"vertexlitgeneric_dx8.cpp"					
		$File	"vortwarp_dx8.cpp"						
		$File	"water_dx80.cpp"						
		$File	"water_dx81.cpp"						
		$File	"windowimposter_dx80.cpp"					
		$File	"wireframe_dx8.cpp"						
		$File	"worldtwotextureblend_dx8.cpp"					
		$File	"worldvertexalpha_dx8.cpp"					
		$File	"WorldVertexTransition_dx8.cpp"					
		$File	"worldvertextransition_dx8_helper.cpp"				
		$File	"writez_dx8.cpp"						
		$File	"writestencil_dx8.cpp"						
		$File	"yuv.cpp"							

		$Folder	"Remove me when VAC2 is out"
		{
			$File	"..\shader_dll_verify.cpp"
			$File	"..\shader_dll_verify.h"
		}
	}

	$Folder	"Header Files"
	{
		$File	"eyes_dx8_dx9_helper.h"
		$File	"worldvertextransition_dx8_helper.h"
		$File	"BaseVSShader.h"
	}

	$Folder	"Link Libraries"
	{
		$File	"$SRCDIR\dx9sdk\lib\d3dx9.lib"
		$Lib mathlib
		$Lib shaderlib
	}

	$File	"$SRCDIR\devtools\bin\fxc_prep.pl"
	$File	"$SRCDIR\devtools\bin\vsh_prep.pl"
	$File	"$SRCDIR\devtools\bin\psh_prep.pl"

	$Shaders	"stdshader_dx9_20b.txt"
	$Shaders	"stdshader_dx9_30.txt"
	//$Shaders	"stdshader_dx10.txt"
}