<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup Label="ProjectConfigurations"> <ProjectConfiguration Include="Debug|Win32"> <Configuration>Debug</Configuration> <Platform>Win32</Platform> </ProjectConfiguration> <ProjectConfiguration Include="Debug|x64"> <Configuration>Debug</Configuration> <Platform>x64</Platform> </ProjectConfiguration> <ProjectConfiguration Include="Release|Win32"> <Configuration>Release</Configuration> <Platform>Win32</Platform> </ProjectConfiguration> <ProjectConfiguration Include="Release|x64"> <Configuration>Release</Configuration> <Platform>x64</Platform> </ProjectConfiguration> </ItemGroup> <PropertyGroup Label="Globals"> <ProjectGuid>{0EC83E64-230E-48EF-B08C-6AC9651B4F82}</ProjectGuid> <RootNamespace>OysterGraphics</RootNamespace> </PropertyGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseDebugLibraries>true</UseDebugLibraries> <PlatformToolset>v110</PlatformToolset> <CharacterSet>MultiByte</CharacterSet> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseDebugLibraries>true</UseDebugLibraries> <PlatformToolset>v110</PlatformToolset> <CharacterSet>MultiByte</CharacterSet> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseDebugLibraries>false</UseDebugLibraries> <PlatformToolset>v110</PlatformToolset> <WholeProgramOptimization>true</WholeProgramOptimization> <CharacterSet>MultiByte</CharacterSet> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <ConfigurationType>DynamicLibrary</ConfigurationType> <UseDebugLibraries>false</UseDebugLibraries> <PlatformToolset>v110</PlatformToolset> <WholeProgramOptimization>true</WholeProgramOptimization> <CharacterSet>MultiByte</CharacterSet> </PropertyGroup> <Import Project="$(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 Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> <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> <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> </ImportGroup> <PropertyGroup Label="UserMacros" /> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath> <LinkIncremental>true</LinkIncremental> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath> </PropertyGroup> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath> </PropertyGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ClCompile> <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <SDLCheck>true</SDLCheck> <AdditionalIncludeDirectories>$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile> <Link> <GenerateDebugInformation>true</GenerateDebugInformation> </Link> <ProjectReference> <LinkLibraryDependencies>true</LinkLibraryDependencies> </ProjectReference> <FxCompile> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ShaderModel>5.0</ShaderModel> </FxCompile> </ItemDefinitionGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ClCompile> <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <SDLCheck>true</SDLCheck> <AdditionalIncludeDirectories>$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile> <Link> <GenerateDebugInformation>true</GenerateDebugInformation> </Link> <FxCompile> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <ShaderModel>5.0</ShaderModel> </FxCompile> </ItemDefinitionGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ClCompile> <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <FunctionLevelLinking>true</FunctionLevelLinking> <IntrinsicFunctions>true</IntrinsicFunctions> <SDLCheck>true</SDLCheck> <AdditionalIncludeDirectories>$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile> <Link> <GenerateDebugInformation>true</GenerateDebugInformation> <EnableCOMDATFolding>true</EnableCOMDATFolding> <OptimizeReferences>true</OptimizeReferences> </Link> <FxCompile> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <EnableDebuggingInformation>true</EnableDebuggingInformation> <ShaderModel>5.0</ShaderModel> </FxCompile> </ItemDefinitionGroup> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ClCompile> <WarningLevel>Level3</WarningLevel> <Optimization>Disabled</Optimization> <FunctionLevelLinking>true</FunctionLevelLinking> <IntrinsicFunctions>true</IntrinsicFunctions> <SDLCheck>true</SDLCheck> <AdditionalIncludeDirectories>$(SolutionDir)Physics\OysterPhysics3D;$(SolutionDir)Misc\OysterMath;$(SolutionDir)Misc\Utilities;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <PreprocessorDefinitions>GFX_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions> </ClCompile> <Link> <GenerateDebugInformation>true</GenerateDebugInformation> <EnableCOMDATFolding>true</EnableCOMDATFolding> <OptimizeReferences>true</OptimizeReferences> </Link> <FxCompile> <ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput> <EnableDebuggingInformation>true</EnableDebuggingInformation> <ShaderModel>5.0</ShaderModel> </FxCompile> </ItemDefinitionGroup> <ItemGroup> <ClCompile Include="Core\Buffer.cpp" /> <ClCompile Include="Core\Core.cpp" /> <ClCompile Include="Core\Init.cpp" /> <ClCompile Include="Core\PipelineManager.cpp" /> <ClCompile Include="DllInterfaces\GFXAPI.cpp" /> <ClCompile Include="FileLoader\DanLoader.cpp" /> <ClCompile Include="FileLoader\ObjReader.cpp" /> <ClCompile Include="FileLoader\ShaderLoader.cpp" /> <ClCompile Include="FileLoader\ModelLoader.cpp" /> <ClCompile Include="Render\Preparations\BasicPreparations.cpp" /> <ClCompile Include="Render\DefaultRenderer.cpp" /> <ClCompile Include="Render\GuiRenderer.cpp" /> <ClCompile Include="Render\Resources.cpp" /> </ItemGroup> <ItemGroup> <ClInclude Include="Core\Core.h" /> <ClInclude Include="Core\Dx11Includes.h" /> <ClInclude Include="DllInterfaces\GFXAPI.h" /> <ClInclude Include="FileLoader\ObjReader.h" /> <ClInclude Include="FileLoader\GeneralLoader.h" /> <ClInclude Include="Model\Model.h" /> <ClInclude Include="Model\ModelInfo.h" /> <ClInclude Include="Render\Preparations\Preparations.h" /> <ClInclude Include="Render\GuiRenderer.h" /> <ClInclude Include="Render\DefaultRenderer.h" /> <ClInclude Include="Definitions\GraphicalDefinition.h" /> <ClInclude Include="Render\Resources.h" /> </ItemGroup> <ItemGroup> <FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\Passes\2D\2DPixel.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> </FxCompile> <FxCompile Include="Shader\Passes\2D\2DVertex.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> </FxCompile> <FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Geometry</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> </FxCompile> <FxCompile Include="Shader\Passes\Light\LightPass.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> </FxCompile> <FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> </FxCompile> <FxCompile Include="Shader\Passes\Blur\BlurHor.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\Passes\Post\PostPass.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> </FxCompile> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> </AssemblerOutput> <AssemblerOutputFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> </AssemblerOutputFile> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> </FxCompile> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> <DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName> </FxCompile> <FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel> <EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName> <AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> </AssemblerOutput> </FxCompile> <FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl"> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType> </FxCompile> </ItemGroup> <ItemGroup> <None Include="Shader\Passes\2D\Header.hlsli" /> <None Include="Shader\Passes\2D\Text\Header.hlsli" /> <None Include="Shader\Passes\Light\Defines.hlsli" /> <None Include="Shader\Passes\Gather\Header.hlsli" /> <None Include="Shader\Passes\Light\LightCalc.hlsli" /> <None Include="Shader\Passes\Light\PosManipulation.hlsli" /> <None Include="Shader\Passes\Light\SSAO.hlsli" /> <None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" /> <None Include="Shader\Passes\Blur\BlurSharedData.hlsli" /> </ItemGroup> <ItemGroup> <ProjectReference Include="..\Misc\OysterMath\OysterMath.vcxproj"> <Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project> </ProjectReference> <ProjectReference Include="..\Misc\Utilities\Utilities.vcxproj"> <Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project> </ProjectReference> </ItemGroup> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <ImportGroup Label="ExtensionTargets"> </ImportGroup> </Project>