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using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Geometry", "Tangent Vector")]
class TangentVectorNode : GeometryNode, IMayRequireTangent
{
public const int kOutputSlotId = 0;
public const string kOutputSlotName = "Out";
public TangentVectorNode()
{
name = "Tangent Vector";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, new Vector4(0, 0, 1, 1)));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.Tangent));
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
return space.ToNeededCoordinateSpace();
}
}
}