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using UnityEditor.Graphing;
using UnityEditor.Rendering.UITK.ShaderGraph;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "UI", "Element Layout UV")]
[SubTargetFilter(typeof(IUISubTarget))]
class ElementLayoutUV : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK
{
public const int LayoutUVSlotId = 0;
private const string kLayoutUVSlotName = "Layout UV";
public override bool hasPreview { get { return false; } }
public ElementLayoutUV()
{
name = "Element Layout UV";
synonyms = new string[] {};
UpdateNodeAfterDeserialization();
}
public override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector2MaterialSlot(LayoutUVSlotId, kLayoutUVSlotName, kLayoutUVSlotName, SlotType.Output, Vector2.zero));
RemoveSlotsNameNotMatching(new[] { LayoutUVSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (GetInputNodeFromSlot(LayoutUVSlotId) != null) sb.AppendLine(string.Format("$precision2 {0} = IN.layoutUV.xy;", GetVariableNameForSlot(LayoutUVSlotId)));
}
public bool RequiresUITK(ShaderStageCapability stageCapability)
{
return true;
}
}
}