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📄 stdshader_dx9.dsp

📁 hl2 source code. Do not use it illegal.
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# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\shadow_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__6=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\shadow_ps20.fxc
InputName=shadow_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__6=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\shadow_ps20.fxc
InputName=shadow_ps20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\ShatteredGlass_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__7=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\ShatteredGlass_ps20.fxc
InputName=ShatteredGlass_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__7=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\ShatteredGlass_ps20.fxc
InputName=ShatteredGlass_ps20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\ShatteredGlass_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__8=	"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=.\ShatteredGlass_vs20.fxc
InputName=ShatteredGlass_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__8=	"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=.\ShatteredGlass_vs20.fxc
InputName=ShatteredGlass_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\teeth_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__9=	"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=.\teeth_vs20.fxc
InputName=teeth_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__9=	"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=.\teeth_vs20.fxc
InputName=teeth_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\Water_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__10=	"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=.\Water_vs20.fxc
InputName=Water_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__10=	"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=.\Water_vs20.fxc
InputName=Water_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\Water_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__11=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\Water_ps20.fxc
InputName=Water_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__11=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\Water_ps20.fxc
InputName=Water_ps20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\screenspaceeffect_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__12=	"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=.\screenspaceeffect_vs20.fxc
InputName=screenspaceeffect_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__12=	"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=.\screenspaceeffect_vs20.fxc
InputName=screenspaceeffect_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\Refract_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__13=	"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=.\Refract_vs20.fxc
InputName=Refract_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__13=	"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=.\Refract_vs20.fxc
InputName=Refract_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\Refract_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__14=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\Refract_ps20.fxc
InputName=Refract_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__14=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\Refract_ps20.fxc
InputName=Refract_ps20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\WaterCheap_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__15=	"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=.\WaterCheap_vs20.fxc
InputName=WaterCheap_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__15=	"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=.\WaterCheap_vs20.fxc
InputName=WaterCheap_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\WaterCheap_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__16=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\WaterCheap_ps20.fxc
InputName=WaterCheap_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__16=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\WaterCheap_ps20.fxc
InputName=WaterCheap_ps20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\WorldVertexTransition_vs20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__17=	"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=.\WorldVertexTransition_vs20.fxc
InputName=WorldVertexTransition_vs20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__17=	"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=.\WorldVertexTransition_vs20.fxc
InputName=WorldVertexTransition_vs20

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

# End Custom Build
!ENDIF
# End Source File
# Begin Source File

SOURCE=.\WorldVertexTransition_ps20.fxc
!IF  "$(CFG)" == "stdshader_dx9 - Win32 Release"
USERDEP__18=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\WorldVertexTransition_ps20.fxc
InputName=WorldVertexTransition_ps20

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

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx9 - Win32 Debug"
USERDEP__18=	"common_fxc.h"	"common_hlsl_cpp_consts.h"	"common_ps_fxc.h"	"..\..\devtools\bin\fxc.exe"	"..\..\devtools\bin\fxc_prep.pl"
# Begin Custom Build
InputPath=.\WorldVertexTransition_ps20.fxc
InputName=WorldVertexTransition_ps20

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

# End Custom Build
!ENDIF
# End Source File
# End Group
# Begin Source File

SOURCE=..\..\devtools\bin\fxc_prep.pl
# End Source File
# Begin Source File

SOURCE=.\stdshader_dx9.cpp
# End Source File
# Begin Source File

SOURCE=.\stdshader_dx9.txt
# End Source File
# Begin Source File

SOURCE=..\..\devtools\bin\updateshaders.pl
# End Source File
# Begin Source File

SOURCE=..\..\lib\public\vstdlib.lib
# End Source File
# Begin Source File

SOURCE=..\..\lib\public\shaderlib.lib
# End Source File
# Begin Source File

SOURCE=..\..\lib\public\tier0.lib
# End Source File
# End Target
# End Project

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