NVC shader removed

This commit is contained in:
Silent 2017-09-28 21:13:14 +02:00
parent af2e15ca21
commit ede1d92f0b
5 changed files with 0 additions and 503 deletions

View file

@ -1,36 +0,0 @@
struct VS_INPUT
{
float4 Position : POSITION;
float2 Texture : TEXCOORD0;
float4 NightColor : COLOR0;
float4 DayColor : COLOR1;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 Texture : TEXCOORD0;
float4 Color : COLOR0;
};
float2 fEnvVars : register(c0);
float4 AmbientLight : register(c1);
float4x4 worldViewProj : register(c2);
//float4x4 world : register(c2);
//float4x4 view : register(c6);
//float4x4 proj : register(c10);
VS_OUTPUT NVC_vertex_shader( in VS_INPUT In )
{
VS_OUTPUT Out;
//Out.Position = mul(proj, mul(view, mul(world, In.Position)));
Out.Position = mul(worldViewProj, In.Position);
Out.Texture = In.Texture;
Out.Color.rgb = lerp(In.DayColor, In.NightColor, fEnvVars[0]).rgb + AmbientLight.rgb;
Out.Color.a = In.NightColor.a * fEnvVars[1];
Out.Color = saturate(Out.Color);
return Out;
}

View file

@ -1,4 +0,0 @@
#include "resource.h"
IDR_NVCSHADER RCDATA "..\\SilentPatch\\nvc.cso"
IDR_LUNAR64 RCDATA "lunar64.png"

View file

@ -91,36 +91,6 @@ static void* varRwMatrixRotate = AddressByVersion<void*>(0x7F1FD0, 0x7F28D0, 0x8
WRAPPER RwMatrix* RwMatrixRotate(RwMatrix* matrix, const RwV3d* axis, RwReal angle, RwOpCombineType combineOp) { WRAPARG(matrix); WRAPARG(axis); WRAPARG(angle); WRAPARG(combineOp); VARJMP(varRwMatrixRotate); }
static void* varRwD3D9SetRenderState = AddressByVersion<void*>(0x7FC2D0, 0x7FCBD0, 0x836290);
WRAPPER void RwD3D9SetRenderState(RwUInt32 state, RwUInt32 value) { WRAPARG(state); WRAPARG(value); VARJMP(varRwD3D9SetRenderState); }
static void* varRwD3D9GetTransform = AddressByVersion<void*>(0x7FA4F0, 0x7FADF0, 0x8344B0);
WRAPPER void _RwD3D9GetTransform(RwUInt32 state, void* matrix) { VARJMP(varRwD3D9GetTransform); }
static LPDIRECT3DDEVICE9& _RwD3DDevice = **AddressByVersion<LPDIRECT3DDEVICE9**>(0x7FAC64 + 1, 0x7FB564 + 1, 0x34C24 + 1);
static void*& _rwD3D9LastVertexShaderUsed = **AddressByVersion<void***>(0x7FAC7C + 2, 0x7FB57C + 2, 0x834C3C + 2);
void _rwD3D9SetVertexShaderConstant(RwUInt32 registerAddress, const void *constantData, RwUInt32 constantCount)
{
_RwD3DDevice->SetVertexShaderConstantF( registerAddress, (const float*)constantData, constantCount );
}
RwBool RwD3D9CreateVertexShader(const RwUInt32 *function, void **shader)
{
HRESULT result = _RwD3DDevice->CreateVertexShader( (const DWORD*)function, (LPDIRECT3DVERTEXSHADER9*)shader );
if ( SUCCEEDED(result) )
{
_rwD3D9LastVertexShaderUsed = (void*)-1;
return TRUE;
}
return FALSE;
}
void _rwD3D9SetVertexShader(void *shader)
{
if ( _rwD3D9LastVertexShaderUsed != shader )
{
HRESULT result = _RwD3DDevice->SetVertexShader( (LPDIRECT3DVERTEXSHADER9)shader );
_rwD3D9LastVertexShaderUsed = SUCCEEDED(result) ? shader : (void*)-1;
}
}
RwCamera* RwCameraBeginUpdate(RwCamera* camera)
{
@ -320,17 +290,13 @@ static void (__thiscall* SetVolume)(void*,float);
static BOOL (*IsAlreadyRunning)();
static void (*TheScriptsLoad)();
static void (*WipeLocalVariableMemoryForMissionScript)();
static bool (*InitialiseRenderWare)();
static void (*ShutdownRenderWare)();
static void (*DoSunAndMoon)();
static void (*D3D9RenderPreLit)(void*, void*, void*, void*);
auto WorldRemove = AddressByVersion<void(*)(CEntity*)>(0x563280, 0, 0x57D370, 0x57C480, 0x57C3B0);
// SA variables
void** rwengine = *AddressByVersion<void***>(0x58FFC0, 0x53F032, 0x48C194, 0x48B167, 0x48B167);
RwInt32& ms_extraVertColourPluginOffset = **AddressByVersion<int**>(0x5D6362, 0x5D6B42, 0x5F2B65);
unsigned char& nGameClockDays = **AddressByVersion<unsigned char**>(0x4E841D, 0x4E886D, 0x4F3871);
unsigned char& nGameClockMonths = **AddressByVersion<unsigned char**>(0x4E842D, 0x4E887D, 0x4F3861);
@ -344,9 +310,6 @@ int& MoonSize = **AddressByVersion<int**>(0x713B0C, 0x71433C, 0x72F0AB);
CZoneInfo*& pCurrZoneInfo = **AddressByVersion<CZoneInfo***>(0x58ADB1, 0x58B581, 0x407F93);
CRGBA* HudColour = *AddressByVersion<CRGBA**>(0x58ADF6, 0x58B5C6, 0x440648);
float& m_fDNBalanceParam = **AddressByVersion<float**>(0x4A9062, 0x4A90F2, 0x4B2512);
RpLight*& pAmbient = **AddressByVersion<RpLight***>(0x5BA53A, 0x735D11, 0x5D90F0);
CLinkListSA<CPed*>& ms_weaponPedsForPC = **AddressByVersion<CLinkListSA<CPed*>**>(0x53EACA, 0x53EF6A, 0x551101);
CLinkListSA<AlphaObjectInfo>& m_alphaList = **AddressByVersion<CLinkListSA<AlphaObjectInfo>**>(0x733A4D, 0x73427D, 0x76DCA3);
@ -1581,280 +1544,6 @@ void InstallMemValidator()
#endif
#pragma warning(push)
#pragma warning(disable:4838)
#include <xnamath.h>
#pragma warning(pop)
static void* pNVCShader = nullptr;
static bool bRenderNVC = false;
static bool bXMSupported;
bool ShaderAttach()
{
// CGame::InitialiseRenderWare
if ( InitialiseRenderWare() )
{
HRSRC resource = FindResourceW(hDLLModule, MAKEINTRESOURCE(IDR_NVCSHADER), RT_RCDATA);
RwUInt32* shader = static_cast<RwUInt32*>(LockResource( LoadResource(hDLLModule, resource) ));
RwD3D9CreateVertexShader(shader, reinterpret_cast<void**>(&pNVCShader));
bXMSupported = XMVerifyCPUSupport() != FALSE;
return true;
}
return false;
}
void ShaderDetach()
{
if ( pNVCShader != nullptr )
{
RwD3D9DeleteVertexShader(pNVCShader);
pNVCShader = nullptr;
}
// PluginDetach?
ShutdownRenderWare();
}
// Function for 1.01
BOOL Initialise3D(void* pParam)
{
RwBool (*RsRwInitialize)(void*);
Memory::ReadCall( 0x5BFB92, RsRwInitialize);
if ( RsRwInitialize(pParam) )
return ShaderAttach();
return false;
}
void SetShader(RxD3D9InstanceData* pInstData)
{
if (bRenderNVC )
{
float fEnvVars[2] = { m_fDNBalanceParam, RpMaterialGetColor(pInstData->material)->alpha * (1.0f/255.0f) };
RwRGBAReal* AmbientLight = RpLightGetColor(pAmbient);
// Normalise the balance
if ( fEnvVars[0] < 0.0f )
fEnvVars[0] = 0.0f;
else if ( fEnvVars[0] > 1.0f )
fEnvVars[0] = 1.0f;
RwD3D9SetVertexShader(pNVCShader);
//_rwD3D9VSSetActiveWorldMatrix(RwFrameGetLTM(RpAtomicGetFrame(pRenderedAtomic)));
//_rwD3D9VSSetActiveWorldMatrix(RwFrameGetMatrix(RpAtomicGetFrame(pRenderedAtomic)));
//_rwD3D9VSGetComposedTransformMatrix(&outMat);
XMMATRIX worldMat, viewMat, projMat;
XMMATRIX worldViewProjMat;
_RwD3D9GetTransform(D3DTS_WORLD, &worldMat);
_RwD3D9GetTransform(D3DTS_VIEW, &viewMat);
_RwD3D9GetTransform(D3DTS_PROJECTION, &projMat);
if ( bXMSupported )
{
worldViewProjMat = XMMatrixMultiply(XMMatrixMultiply(worldMat, viewMat), projMat);
}
else
{
XMMATRIX tempMat;
ZeroMemory(&worldViewProjMat, sizeof(worldViewProjMat));
ZeroMemory(&tempMat, sizeof(tempMat));
for( int i = 0; i < 4; i++ )
{
for( int j = 0; j < 4; j++ )
{
for(int x = 0; x < 4; x++)
tempMat.m[i][j] += worldMat.m[i][x] * viewMat.m[x][j];
}
}
for( int i = 0; i < 4; i++ )
{
for( int j = 0; j < 4; j++ )
{
for(int x = 0; x < 4; x++)
worldViewProjMat.m[i][j] += tempMat.m[i][x] * projMat.m[x][j];
}
}
}
//RwD3D9SetVertexShaderConstant(2, &worldMat, 4);
//RwD3D9SetVertexShaderConstant(6, &viewMat, 4);
//RwD3D9SetVertexShaderConstant(10, &projMat, 4);
RwD3D9SetVertexShaderConstant(2, &worldViewProjMat, 4);
RwD3D9SetVertexShaderConstant(0, fEnvVars, 1);
RwD3D9SetVertexShaderConstant(1, AmbientLight, 1);
}
else
RwD3D9SetVertexShader(pInstData->vertexShader);
}
void __declspec(naked) SetShader2()
{
_asm
{
mov bRenderNVC, 1
push ecx
push edx
push edi
push ebp
call D3D9RenderPreLit
add esp, 10h
mov bRenderNVC, 0
retn
}
}
static void* pJackedEsi;
static void* PassDayColoursToShader_NextIt = AddressByVersion<void*>(0x5D6382, 0x5D6B62, 0x5F2B81);
static void* PassDayColoursToShader_Return = AddressByVersion<void*>(0x5D63BD, 0x5D6B9D, 0x5F2BB4);
void __declspec(naked) HijackEsi()
{
_asm
{
mov [esp+48h-2Ch], eax
mov pJackedEsi, esi
lea esi, [ebp+44h]
jmp PassDayColoursToShader_NextIt
}
}
void __declspec(naked) PassDayColoursToShader()
{
_asm
{
mov [esp+54h],eax
jz PassDayColoursToShader_FindDayColours
jmp PassDayColoursToShader_NextIt
PassDayColoursToShader_FindDayColours:
xor eax, eax
PassDayColoursToShader_FindDayColours_Loop:
cmp byte ptr [esp+eax*8+48h-28h+6], D3DDECLUSAGE_COLOR
jnz PassDayColoursToShader_FindDayColours_Next
cmp byte ptr [esp+eax*8+48h-28h+7], 1
jz PassDayColoursToShader_DoDayColours
PassDayColoursToShader_FindDayColours_Next:
inc eax
jmp PassDayColoursToShader_FindDayColours_Loop
PassDayColoursToShader_DoDayColours:
mov esi, pJackedEsi
mov edx, [ms_extraVertColourPluginOffset]
mov edx, dword ptr [edx]
mov edx, dword ptr [edx+esi+4]
mov edi, dword ptr [ebp+18h]
mov [esp+48h+4], edx
mov edx, dword ptr [ebp+4]
lea eax, [esp+eax*8+48h-26h]
mov [esp+48h+0Ch], edx
mov [esp+48h-2Ch], eax
lea esi, [ebp+44h]
PassDayColoursToShader_Iterate:
mov edx, dword ptr [esi+14h]
mov eax, dword ptr [esi]
push edi
push edx
mov edx, dword ptr [esp+50h+4]
lea edx, [edx+eax*4]
imul eax, edi
push edx
mov edx, dword ptr [esp+54h-2Ch]
movzx edx, word ptr [edx]
add ecx, eax
add edx, ecx
push edx
call _rpD3D9VertexDeclarationInstColor
mov ecx, dword ptr [esp+58h-34h]
mov [esi+8], eax
mov eax, dword ptr [esp+58h+0Ch]
add esp, 10h
add esi, 24h
dec eax
mov [esp+48h+0Ch], eax
jnz PassDayColoursToShader_Iterate
jmp PassDayColoursToShader_Return
}
}
void __declspec(naked) PassDayColoursToShader_Steam()
{
_asm
{
dec ebx
jz PassDayColoursToShader_FindDayColours
jmp PassDayColoursToShader_NextIt
PassDayColoursToShader_FindDayColours:
xor eax, eax
PassDayColoursToShader_FindDayColours_Loop:
cmp byte ptr [esp+eax*8+48h-28h+6], D3DDECLUSAGE_COLOR
jnz PassDayColoursToShader_FindDayColours_Next
cmp byte ptr [esp+eax*8+48h-28h+7], 1
jz PassDayColoursToShader_DoDayColours
PassDayColoursToShader_FindDayColours_Next:
inc eax
jmp PassDayColoursToShader_FindDayColours_Loop
PassDayColoursToShader_DoDayColours:
mov esi, pJackedEsi
mov edx, [ms_extraVertColourPluginOffset]
mov edx, dword ptr [edx]
mov edx, dword ptr [edx+esi+4]
mov edi, dword ptr [ebp+18h]
mov [esp+48h+0Ch], edx
mov ebx, dword ptr [ebp+4]
lea eax, [esp+eax*8+48h-26h]
mov [esp+48h-2Ch], eax
lea esi, [ebp+44h]
PassDayColoursToShader_Iterate:
mov edx, dword ptr [esi+14h]
mov eax, dword ptr [esi]
push edi
push edx
mov edx, dword ptr [esp+50h+0Ch]
lea edx, [edx+eax*4]
imul eax, edi
push edx
mov edx, dword ptr [esp+54h-2Ch]
add eax, dword ptr [esp+54h-34h]
movzx edx, word ptr [edx]
add edx, eax
push edx
call _rpD3D9VertexDeclarationInstColor
mov [esi+8], eax
add esp, 10h
add esi, 24h
dec ebx
jnz PassDayColoursToShader_Iterate
jmp PassDayColoursToShader_Return
}
}
void __declspec(naked) ChangeEdi_Steam()
{
_asm
{
mov edi, SIZE D3DCOLOR
cmp byte ptr [esp+4Ch-35h], 0
retn
}
}
// Hooks
void __declspec(naked) LightMaterialsFix()
@ -2691,40 +2380,6 @@ BOOL InjectDelayedPatches_10()
}
}
if ( !bSAMP && GetPrivateProfileIntW(L"SilentPatch", L"NVCShader", -1, wcModulePath) == 1 )
{
// Shaders!
// plugin-sdk compatibility
ReadCall( 0x5BF3A1, InitialiseRenderWare );
ReadCall( 0x53D910, ShutdownRenderWare );
ReadCall( 0x5D66F1, D3D9RenderPreLit );
InjectHook(0x5DA743, SetShader);
InjectHook(0x5D66F1, SetShader2);
InjectHook(0x5D6116, UsageIndex1, PATCH_JUMP);
InjectHook(0x5D63B7, PassDayColoursToShader, PATCH_JUMP);
InjectHook(0x5D637B, HijackEsi, PATCH_JUMP);
InjectHook(0x5BF3A1, ShaderAttach);
InjectHook(0x53D910, ShaderDetach);
Patch<BYTE>(0x5D7200, 0xC3);
Patch<WORD>(0x5D67BB, 0x6890);
Patch<WORD>(0x5D67D7, 0x6890);
Patch<DWORD>(0x5D67BD, 0x5D5FE0);
Patch<DWORD>(0x5D67D9, 0x5D5FE0);
Patch<DWORD>(0x5DA73F, 0x90909056);
Patch<BYTE>(0x5D60D9, D3DDECLTYPE_D3DCOLOR);
Patch<BYTE>(0x5D60E2, D3DDECLUSAGE_COLOR);
Patch<BYTE>(0x5D60CF, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D60EA, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D60C2, 0x13);
Patch<BYTE>(0x5D62F0, 0xEB);
// PostFX fix
Patch<float>(*(float**)0x7034C0, 0.0);
}
// Weapons rendering
InjectHook(0x5E7859, RenderWeapon);
InjectHook(0x732F30, RenderWeaponPedsForPC, PATCH_JUMP);
@ -3077,54 +2732,6 @@ BOOL InjectDelayedPatches_11()
}
}
if ( !bSAMP && GetPrivateProfileIntW(L"SilentPatch", L"NVCShader", -1, wcModulePath) == 1 )
{
// Shaders!
// plugin-sdk compatibility
// 1.01 needs to reverse Initialise3D
ReadCall( 0x5BFB9E, InitialiseRenderWare );
ReadCall( 0x53DDB0, ShutdownRenderWare );
ReadCall( 0x5D6ED1, D3D9RenderPreLit );
InjectHook(0x5BFB70, Initialise3D, PATCH_JUMP);
InjectHook(0x5D6ED1, SetShader2);
InjectHook(0x5D68F6, UsageIndex1, PATCH_JUMP);
InjectHook(0x5D6B97, PassDayColoursToShader, PATCH_JUMP);
InjectHook(0x5D6B5B, HijackEsi, PATCH_JUMP);
//InjectHook(0x5BF3A1, ShaderAttach);
InjectHook(0x53DDB0, ShaderDetach);
Patch<BYTE>(0x5D79E0, 0xC3);
Patch<WORD>(0x5D6F9B, 0x6890);
Patch<WORD>(0x5D6FB7, 0x6890);
Patch<DWORD>(0x5D6F9D, 0x5D67C0);
Patch<DWORD>(0x5D6FB9, 0x5D67C0);
Patch<BYTE>(0x5D68B9, D3DDECLTYPE_D3DCOLOR);
Patch<BYTE>(0x5D68C2, D3DDECLUSAGE_COLOR);
Patch<BYTE>(0x5D68AF, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D68CA, sizeof(D3DCOLOR));
Patch<BYTE>(0x5D68A2, 0x13);
Patch<BYTE>(0x5D6AD0, 0xEB);
if ( *(DWORD*)0x5DAEC0 == 0x0C2444F6 )
{
InjectHook(0x5DAEC0 + 0xA3, SetShader);
Patch<DWORD>(0x5DAEC0 + 0x9F, 0x90909056);
}
else
{
// securom'd EXE
if ( *(DWORD*)0x14D0882 == 0x51104E8B )
{
InjectHook(0x14D088B, SetShader, PATCH_JUMP);
Patch<DWORD>(0x14D0882, 0x90909056);
}
}
// PostFX fix
Patch<float>(*(float**)0x703CF0, 0.0);
}
// Weapons rendering
InjectHook(0x5E8079, RenderWeapon);
InjectHook(0x733760, RenderWeaponPedsForPC, PATCH_JUMP);
@ -3310,41 +2917,6 @@ BOOL InjectDelayedPatches_Steam()
}
}
if ( !bSAMP && GetPrivateProfileIntW(L"SilentPatch", L"NVCShader", -1, wcModulePath) == 1 )
{
// Shaders!
// plugin-sdk compatibility
ReadCall( 0x5DE5A1, InitialiseRenderWare );
ReadCall( 0x550070, ShutdownRenderWare );
ReadCall( 0x5F663E, D3D9RenderPreLit );
InjectHook(0x5F6EB3, SetShader);
InjectHook(0x5F2F02, SetShader2);
//InjectHook(0x5F292C, UsageIndex1, PATCH_JUMP);
InjectHook(0x5F2BAF, PassDayColoursToShader_Steam, PATCH_JUMP);
InjectHook(0x5F2B7A, HijackEsi, PATCH_JUMP);
InjectHook(0x5DE5A1, ShaderAttach);
InjectHook(0x550070, ShaderDetach);
Patch<BYTE>(0x5F3760, 0xC3);
Patch<WORD>(0x5F2FCB, 0x6890);
Patch<WORD>(0x5F2FE7, 0x6890);
Patch<DWORD>(0x5F2FCD, 0x5F27C0);
Patch<DWORD>(0x5F2FE9, 0x5F27C0);
Patch<DWORD>(0x5F6EAF, 0x90909056);
Patch<BYTE>(0x5F28D0, 1);
Patch<BYTE>(0x5F28C1, D3DDECLTYPE_D3DCOLOR);
Patch<BYTE>(0x5F28CB, D3DDECLUSAGE_COLOR);
//Patch<BYTE>(0x5D60CF, sizeof(D3DCOLOR));
//Patch<BYTE>(0x5D60EA, sizeof(D3DCOLOR));
InjectHook(0x5F28A7, ChangeEdi_Steam, PATCH_CALL);
//Patch<BYTE>(0x5D60C2, 0x13);
Patch<BYTE>(0x5F2AE7, 0xEB);
// PostFX fix
Patch<float>(*(float**)0x746E57, 0.0);
}
// Weapons rendering
InjectHook(0x604DD9, RenderWeapon);
InjectHook(0x76D170, RenderWeaponPedsForPC, PATCH_JUMP);

View file

@ -211,29 +211,6 @@ copy /y "$(TargetPath)" "D:\gry\GTA San Andreas clean\scripts\newsteam_r2_lowvio
<ClCompile Include="VehicleSA.cpp" />
<ClCompile Include="WaveDecoderSA.cpp" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\SilentPatch\nvc.fx">
<FileType>Document</FileType>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxc /T vs_2_0 /E NVC_vertex_shader /Fo ..\SilentPatch\nvc.cso ..\SilentPatch\nvc.fx</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\SilentPatch\nvc.cso</Outputs>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compiling shaders...</Message>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxc /T vs_2_0 /E NVC_vertex_shader /Fo ..\SilentPatch\nvc.cso ..\SilentPatch\nvc.fx</Command>
<Command Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">fxc /T vs_2_0 /E NVC_vertex_shader /Fo ..\SilentPatch\nvc.cso ..\SilentPatch\nvc.fx</Command>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compiling shaders...</Message>
<Message Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">Compiling shaders...</Message>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\SilentPatch\nvc.cso</Outputs>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">..\SilentPatch\nvc.cso</Outputs>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NVC_vertex_shader</EntryPointName>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NVC_vertex_shader</EntryPointName>
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">NVC_vertex_shader</EntryPointName>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">Vertex</ShaderType>
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)\SilentPatch\%(Filename).cso</ObjectFileOutput>
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)\SilentPatch\%(Filename).cso</ObjectFileOutput>
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Master|Win32'">$(SolutionDir)\SilentPatch\%(Filename).cso</ObjectFileOutput>
</FxCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\SilentPatch\ASIModuleHandle.h" />
<ClInclude Include="..\SilentPatch\debugmenu_public.h" />
@ -266,7 +243,6 @@ copy /y "$(TargetPath)" "D:\gry\GTA San Andreas clean\scripts\newsteam_r2_lowvio
<ClInclude Include="WaveDecoderSA.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="Shaders.rc" />
<ResourceCompile Include="..\SilentPatch\SilentPatch.rc" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View file

@ -13,9 +13,6 @@
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Shaders">
<UniqueIdentifier>{729e19b1-4747-44c3-b99e-1ecc383d1cad}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\FLAC">
<UniqueIdentifier>{57615a2f-8bc4-461f-b9f6-86d5f8286d7a}</UniqueIdentifier>
</Filter>
@ -160,16 +157,8 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="Shaders.rc">
<Filter>Resource Files</Filter>
</ResourceCompile>
<ResourceCompile Include="..\SilentPatch\SilentPatch.rc">
<Filter>Resource Files</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\SilentPatch\nvc.fx">
<Filter>Shaders</Filter>
</FxCompile>
</ItemGroup>
</Project>