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using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Scene", "Screen")]
sealed class ScreenNode : AbstractMaterialNode
{
const string kOutputSlotName = "Width";
const string kOutputSlot1Name = "Height";
public const int OutputSlotId = 0;
public const int OutputSlot1Id = 1;
public ScreenNode()
{
name = "Screen";
UpdateNodeAfterDeserialization();
}
public override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id });
}
public override string GetVariableNameForSlot(int slotId)
{
switch (slotId)
{
case OutputSlot1Id:
return "_ScreenParams.y";
default:
return "_ScreenParams.x";
}
}
}
}