[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(4, Binding.None)] out Vector1 Out)
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"
[Slot(1, Binding.None, 6, 0, 0, 0)] Vector1 Sides,
[Slot(4, Binding.None)] out DynamicDimensionVector Out)
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out DynamicDimensionVector Out)
[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(3, Binding.None)] out Vector1 Out)
[Slot(3, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
[Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius,