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📄 stdshader_dx9.dsp

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# Microsoft Developer Studio Project File - Name="stdshader_dx9" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **

# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102

CFG=stdshader_dx9 - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
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!MESSAGE NMAKE /f "stdshader_dx9.mak".
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!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE NMAKE /f "stdshader_dx9.mak" CFG="stdshader_dx9 - Win32 Release"
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!MESSAGE "stdshader_dx9 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "stdshader_dx9 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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CPP=cl.exe
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RSC=rc.exe

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SOURCE="$(InputPath)"

"..\..\..\bin\stdshader_dx9.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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USERDEP__1=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_vs_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\vertexlit_and_unlit_generic_vs20.fxc
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SOURCE=.\vertexlit_and_unlit_generic_ps20.fxc
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InputPath=.\vertexlit_and_unlit_generic_ps20.fxc
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SOURCE=.\lightmappedgeneric_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
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InputPath=.\lightmappedgeneric_vs20.fxc
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"fxctmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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# Begin Custom Build
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InputName=lightmappedgeneric_ps20

"fxctmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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SOURCE=.\shadow_vs20.fxc
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!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__5=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_vs_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\shadow_vs20.fxc
InputName=shadow_vs20

"fxctmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\fxc_prep.pl -dx9 $(InputName).fxc

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