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📄 stdshader_dx8.dsp

📁 hl2 source code. Do not use it illegal.
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	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__46=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitGeneric_LightingOnlyWorld.vsh
InputName=UnlitGeneric_LightingOnlyWorld

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\UnlitGeneric_VertexColor.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__47=	"UnlitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitGeneric_VertexColor.vsh
InputName=UnlitGeneric_VertexColor

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__47=	"UnlitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitGeneric_VertexColor.vsh
InputName=UnlitGeneric_VertexColor

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\UnlitTwoTexture.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__48=	"macros.vsh"	"unlittwotexture_inc.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitTwoTexture.vsh
InputName=UnlitTwoTexture

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__48=	"macros.vsh"	"unlittwotexture_inc.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitTwoTexture.vsh
InputName=UnlitTwoTexture

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\UnlitTwoTexture_VertexColor.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__49=	"macros.vsh"	"unlittwotexture_inc.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitTwoTexture_VertexColor.vsh
InputName=UnlitTwoTexture_VertexColor

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__49=	"macros.vsh"	"unlittwotexture_inc.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\UnlitTwoTexture_VertexColor.vsh
InputName=UnlitTwoTexture_VertexColor

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitEnvMappedTexture.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__50=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture.vsh
InputName=VertexLitEnvMappedTexture

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__50=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture.vsh
InputName=VertexLitEnvMappedTexture

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitEnvMappedTexture_CameraSpace.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__51=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture_CameraSpace.vsh
InputName=VertexLitEnvMappedTexture_CameraSpace

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__51=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture_CameraSpace.vsh
InputName=VertexLitEnvMappedTexture_CameraSpace

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitEnvMappedTexture_SphereMap.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__52=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture_SphereMap.vsh
InputName=VertexLitEnvMappedTexture_SphereMap

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__52=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitEnvMappedTexture_SphereMap.vsh
InputName=VertexLitEnvMappedTexture_SphereMap

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_Detail.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__53=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_Detail.vsh
InputName=VertexLitGeneric_Detail

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__53=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_Detail.vsh
InputName=VertexLitGeneric_Detail

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_DetailEnvMap.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__54=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMap.vsh
InputName=VertexLitGeneric_DetailEnvMap

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__54=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMap.vsh
InputName=VertexLitGeneric_DetailEnvMap

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_DetailEnvMapCameraSpace.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__55=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMapCameraSpace.vsh
InputName=VertexLitGeneric_DetailEnvMapCameraSpace

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__55=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMapCameraSpace.vsh
InputName=VertexLitGeneric_DetailEnvMapCameraSpace

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_DetailEnvMapSphere.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__56=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMapSphere.vsh
InputName=VertexLitGeneric_DetailEnvMapSphere

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__56=	"VertexLitGeneric_inc.vsh"	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DetailEnvMapSphere.vsh
InputName=VertexLitGeneric_DetailEnvMapSphere

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_DiffBumpTimesBase.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__57=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DiffBumpTimesBase.vsh
InputName=VertexLitGeneric_DiffBumpTimesBase

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__57=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_DiffBumpTimesBase.vsh
InputName=VertexLitGeneric_DiffBumpTimesBase

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__58=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
InputName=VertexLitGeneric_EnvmappedBumpmap_NoLighting

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__58=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting.vsh
InputName=VertexLitGeneric_EnvmappedBumpmap_NoLighting

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__59=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14.vsh
InputName=VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__59=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14.vsh
InputName=VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

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

SOURCE=.\VertexLitGeneric_EnvmappedBumpmap_VertLit.vsh
!IF  "$(CFG)" == "stdshader_dx8 - Win32 Release"
USERDEP__60=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
InputPath=.\VertexLitGeneric_EnvmappedBumpmap_VertLit.vsh
InputName=VertexLitGeneric_EnvmappedBumpmap_VertLit

"vshtmp9\$(InputName).inc" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
	..\..\devtools\bin\perl ..\..\devtools\bin\vsh_prep.pl -dx9 $(InputName).vsh

# End Custom Build
!ELSEIF  "$(CFG)" == "stdshader_dx8 - Win32 Debug"
USERDEP__60=	"macros.vsh"	"..\..\devtools\bin\vsa9.exe"	"..\..\devtools\bin\vsh_prep.pl"
# Begin Custom Build
Inp

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