diff options
Diffstat (limited to 'build/platforms/vs2015/GFSDK_SSAO_Shaders_GL.vcxproj')
| -rw-r--r-- | build/platforms/vs2015/GFSDK_SSAO_Shaders_GL.vcxproj | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/build/platforms/vs2015/GFSDK_SSAO_Shaders_GL.vcxproj b/build/platforms/vs2015/GFSDK_SSAO_Shaders_GL.vcxproj new file mode 100644 index 0000000..550601c --- /dev/null +++ b/build/platforms/vs2015/GFSDK_SSAO_Shaders_GL.vcxproj @@ -0,0 +1,304 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup Label="ProjectConfigurations"> + <ProjectConfiguration Include="debug|Win32"> + <Configuration>debug</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="perfdev|Win32"> + <Configuration>perfdev</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="release|Win32"> + <Configuration>release</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + </ItemGroup> + <PropertyGroup Label="Globals"> + <ApplicationEnvironment>title</ApplicationEnvironment> + <!-- - - - --> + <PlatformToolset>v110</PlatformToolset> + <MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion> + <ProjectGuid>{10AECFFA-BF67-4FF4-B543-0C8F1E3B2EB7}</ProjectGuid> + </PropertyGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='debug|Win32'" Label="Configuration"> + <ConfigurationType>Utility</ConfigurationType> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'" Label="Configuration"> + <ConfigurationType>Utility</ConfigurationType> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='release|Win32'" Label="Configuration"> + <ConfigurationType>Utility</ConfigurationType> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> + <ImportGroup Label="ExtensionSettings"> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='debug|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='release|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='debug|Win32'"> + <OutDir>$(SolutionDir)/out\\</OutDir> + <IntDir>./Win32/GFSDK_SSAO_Shaders_GL/debug\</IntDir> + <TargetExt>.lib</TargetExt> + <TargetName>GFSDK_SSAO_Shaders_GL</TargetName> + <CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet> + <CodeAnalysisRules /> + <CodeAnalysisRuleAssemblies /> + </PropertyGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='debug|Win32'"> + <ClCompile> + <MinimalRebuild>true</MinimalRebuild> + <RuntimeTypeInfo>false</RuntimeTypeInfo> + <OpenMPSupport>false</OpenMPSupport> + <FloatingPointModel>Fast</FloatingPointModel> + <BasicRuntimeChecks>Default</BasicRuntimeChecks> + <AdditionalOptions> /d2Zi+</AdditionalOptions> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions> + <WarningLevel>Level4</WarningLevel> + <PrecompiledHeader>NotUsing</PrecompiledHeader> + <PrecompiledHeaderFile> + </PrecompiledHeaderFile> + <DebugInformationFormat>EditAndContinue</DebugInformationFormat> + </ClCompile> + <Lib> + <AdditionalDependencies> + </AdditionalDependencies> + <OutputFile>$(OutDir)GFSDK_SSAO_Shaders_GL.lib</OutputFile> + <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <ProgramDatabaseFile>$(OutDir)/GFSDK_SSAO_Shaders_GL.lib.pdb</ProgramDatabaseFile> + <TargetMachine>MachineX86</TargetMachine> + </Lib> + <ResourceCompile> + </ResourceCompile> + <ProjectReference> + <LinkLibraryDependencies>true</LinkLibraryDependencies> + </ProjectReference> + </ItemDefinitionGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'"> + <OutDir>$(SolutionDir)/out\\</OutDir> + <IntDir>./Win32/GFSDK_SSAO_Shaders_GL/perfdev\</IntDir> + <TargetExt>.lib</TargetExt> + <TargetName>GFSDK_SSAO_Shaders_GL</TargetName> + <CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet> + <CodeAnalysisRules /> + <CodeAnalysisRuleAssemblies /> + </PropertyGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'"> + <ClCompile> + <MinimalRebuild>true</MinimalRebuild> + <RuntimeTypeInfo>false</RuntimeTypeInfo> + <OpenMPSupport>false</OpenMPSupport> + <FloatingPointModel>Fast</FloatingPointModel> + <BasicRuntimeChecks>Default</BasicRuntimeChecks> + <AdditionalOptions> /d2Zi+</AdditionalOptions> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions> + <WarningLevel>Level4</WarningLevel> + <PrecompiledHeader>NotUsing</PrecompiledHeader> + <PrecompiledHeaderFile> + </PrecompiledHeaderFile> + <DebugInformationFormat>EditAndContinue</DebugInformationFormat> + </ClCompile> + <Lib> + <AdditionalDependencies> + </AdditionalDependencies> + <OutputFile>$(OutDir)GFSDK_SSAO_Shaders_GL.lib</OutputFile> + <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <ProgramDatabaseFile>$(OutDir)/GFSDK_SSAO_Shaders_GL.lib.pdb</ProgramDatabaseFile> + <TargetMachine>MachineX86</TargetMachine> + </Lib> + <ResourceCompile> + </ResourceCompile> + <ProjectReference> + <LinkLibraryDependencies>true</LinkLibraryDependencies> + </ProjectReference> + </ItemDefinitionGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='release|Win32'"> + <OutDir>$(SolutionDir)/out\\</OutDir> + <IntDir>./Win32/GFSDK_SSAO_Shaders_GL/release\</IntDir> + <TargetExt>.lib</TargetExt> + <TargetName>GFSDK_SSAO_Shaders_GL</TargetName> + <CodeAnalysisRuleSet>AllRules.ruleset</CodeAnalysisRuleSet> + <CodeAnalysisRules /> + <CodeAnalysisRuleAssemblies /> + </PropertyGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='release|Win32'"> + <ClCompile> + <MinimalRebuild>true</MinimalRebuild> + <RuntimeTypeInfo>false</RuntimeTypeInfo> + <OpenMPSupport>false</OpenMPSupport> + <FloatingPointModel>Fast</FloatingPointModel> + <BasicRuntimeChecks>Default</BasicRuntimeChecks> + <AdditionalOptions> /d2Zi+</AdditionalOptions> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <PreprocessorDefinitions>%(PreprocessorDefinitions)</PreprocessorDefinitions> + <WarningLevel>Level4</WarningLevel> + <PrecompiledHeader>NotUsing</PrecompiledHeader> + <PrecompiledHeaderFile> + </PrecompiledHeaderFile> + <DebugInformationFormat>EditAndContinue</DebugInformationFormat> + </ClCompile> + <Lib> + <AdditionalDependencies> + </AdditionalDependencies> + <OutputFile>$(OutDir)GFSDK_SSAO_Shaders_GL.lib</OutputFile> + <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <ProgramDatabaseFile>$(OutDir)/GFSDK_SSAO_Shaders_GL.lib.pdb</ProgramDatabaseFile> + <TargetMachine>MachineX86</TargetMachine> + </Lib> + <ResourceCompile> + </ResourceCompile> + <ProjectReference> + <LinkLibraryDependencies>true</LinkLibraryDependencies> + </ProjectReference> + </ItemDefinitionGroup> + <ItemGroup> + <ClInclude Include="..\..\..\src\shaders\src\SharedDefines.h"> + </ClInclude> + </ItemGroup> + <ItemGroup> + <CustomBuild Include="..\..\..\src\shaders\src\CopyDepth_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CopyDepth_PS.hlsl CopyDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CopyDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\CopyDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CopyDepth_PS.hlsl CopyDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CopyDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\CopyDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CopyDepth_PS.hlsl CopyDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CopyDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\CopyDepth_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\LinearizeDepth_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\LinearizeDepth_PS.hlsl LinearizeDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::LinearizeDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\LinearizeDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\LinearizeDepth_PS.hlsl LinearizeDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::LinearizeDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\LinearizeDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\LinearizeDepth_PS.hlsl LinearizeDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::LinearizeDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\LinearizeDepth_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\DeinterleaveDepth_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DeinterleaveDepth_PS.hlsl DeinterleaveDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DeinterleaveDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\DeinterleaveDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DeinterleaveDepth_PS.hlsl DeinterleaveDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DeinterleaveDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\DeinterleaveDepth_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DeinterleaveDepth_PS.hlsl DeinterleaveDepth_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DeinterleaveDepth_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\DeinterleaveDepth_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\DebugNormals_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DebugNormals_PS.hlsl DebugNormals_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DebugNormals_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\DebugNormals_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DebugNormals_PS.hlsl DebugNormals_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DebugNormals_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\DebugNormals_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\DebugNormals_PS.hlsl DebugNormals_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::DebugNormals_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\DebugNormals_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\ReconstructNormal_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReconstructNormal_PS.hlsl ReconstructNormal_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReconstructNormal_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\ReconstructNormal_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReconstructNormal_PS.hlsl ReconstructNormal_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReconstructNormal_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\ReconstructNormal_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReconstructNormal_PS.hlsl ReconstructNormal_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReconstructNormal_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ReconstructNormal_Common.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\ReconstructNormal_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\CoarseAO_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CoarseAO_PS.hlsl CoarseAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CoarseAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\CoarseAO_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CoarseAO_PS.hlsl CoarseAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CoarseAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\CoarseAO_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\CoarseAO_PS.hlsl CoarseAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::CoarseAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FetchNormal_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\CoarseAO_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\ReinterleaveAO_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReinterleaveAO_PS.hlsl ReinterleaveAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReinterleaveAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\ReinterleaveAO_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReinterleaveAO_PS.hlsl ReinterleaveAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReinterleaveAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\ReinterleaveAO_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\ReinterleaveAO_PS.hlsl ReinterleaveAO_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::ReinterleaveAO_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\ReinterleaveAO_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\BlurX_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurX_PS.hlsl BlurX_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurX_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\BlurX_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurX_PS.hlsl BlurX_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurX_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\BlurX_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurX_PS.hlsl BlurX_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurX_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\BlurX_PS.h;</Outputs> + </CustomBuild> + <CustomBuild Include="..\..\..\src\shaders\src\BlurY_PS.hlsl"> + <Command Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurY_PS.hlsl BlurY_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurY_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='debug|Win32'">..\..\..\src\shaders\out\GL\BlurY_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurY_PS.hlsl BlurY_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurY_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='perfdev|Win32'">..\..\..\src\shaders\out\GL\BlurY_PS.h;</Outputs> + <Command Condition="'$(Configuration)|$(Platform)'=='release|Win32'">CMD /C ..\..\..\src\shaders\ShaderBuildTool.exe ps_5_0 ..\..\..\src\shaders\src\BlurY_PS.hlsl BlurY_PS ..\..\..\src\shaders\out\GL ..\..\..\src\shaders\compile_glsl.bat GL GLSLPrograms::BlurY_PS</Command> + <AdditionalInputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\src\SharedDefines.h;..\..\..\src\shaders\src\ConstantBuffers.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\Blur_Common.hlsl;..\..\..\src\shaders\src\FullScreenTriangle_VS.hlsl;..\..\..\src\shaders\src\ConstantBuffers.hlsl</AdditionalInputs> + <Message Condition="'$(Configuration)|$(Platform)'=='release|Win32'">HLSLCC - %(Filename)%(Extension)</Message> + <Outputs Condition="'$(Configuration)|$(Platform)'=='release|Win32'">..\..\..\src\shaders\out\GL\BlurY_PS.h;</Outputs> + </CustomBuild> + </ItemGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> + <ImportGroup Label="ExtensionTargets"> + </ImportGroup> +</Project>
\ No newline at end of file |