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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 3")]
class Vector3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector3 m_Value = Vector3.zero;
const string kInputSlotXName = "X";
const string kInputSlotYName = "Y";
const string kInputSlotZName = "Z";
const string kOutputSlotName = "Out";
public const int OutputSlotId = 0;
public const int InputSlotXId = 1;
public const int InputSlotYId = 2;
public const int InputSlotZId = 3;
public Vector3Node()
{
name = "Vector 3";
synonyms = new string[] { "3", "v3", "vec3", "float3" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value.x));
AddSlot(new Vector1MaterialSlot(InputSlotYId, kInputSlotYName, kInputSlotYName, SlotType.Input, m_Value.y, label1: "Y"));
AddSlot(new Vector1MaterialSlot(InputSlotZId, kInputSlotZName, kInputSlotZName, SlotType.Input, m_Value.z, label1: "Z"));
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId, InputSlotYId, InputSlotZId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputXValue = GetSlotValue(InputSlotXId, generationMode);
var inputYValue = GetSlotValue(InputSlotYId, generationMode);
var inputZValue = GetSlotValue(InputSlotZId, generationMode);
var outputName = GetVariableNameForSlot(outputSlotId);
var s = string.Format("$precision3 {0} = $precision3({1}, {2}, {3});",
outputName,
inputXValue,
inputYValue,
inputZValue);
sb.AppendLine(s);
}
public AbstractShaderProperty AsShaderProperty()
{
var slotX = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
var slotY = FindInputSlot<Vector1MaterialSlot>(InputSlotYId);
var slotZ = FindInputSlot<Vector1MaterialSlot>(InputSlotZId);
return new Vector3ShaderProperty { value = new Vector3(slotX.value, slotY.value, slotZ.value) };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}