using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Matrix/TransposeMatrix")] public class MatrixTransposeNode : Function1Input, IGeneratesFunction { public MatrixTransposeNode() { name = "TransposeMatrix"; } protected override string GetFunctionName() { return "unity_matrix_transpose_" + precision; } public override bool hasPreview { get { return false; } } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return transpose(arg1);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } protected override MaterialSlot GetInputSlot() { return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Matrix4, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Matrix4, Vector4.zero); } } }