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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Utility", "Logic", "All")]
class AllNode : CodeFunctionNode
{
public AllNode()
{
name = "All";
}
public override bool hasPreview
{
get { return false; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_All", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_All(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.None)] out Boolean Out)
{
return
@"
{
Out = all(In);
}
";
}
}
}