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using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Vector", "Rejection")]
class RejectionNode : CodeFunctionNode
{
public RejectionNode()
{
name = "Rejection";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Rejection", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Rejection(
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector B,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = A - (B * dot(A, B) / dot(B, B));
}
";
}
}
}