namespace UnityEditor.Graphs.Material { [Title("Math/Div Node")] class DivNode : Function2Input, IGeneratesFunction { public override void Init() { name = "DivNode"; base.Init(); } protected override string GetFunctionName () {return "unity_div_"+precision;} public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator (); foreach (var precision in m_PrecisionNames) { outputString.AddShaderChunk("inline " + precision + "4 unity_div_" + precision + " (" + precision + "4 arg1, " + precision + "4 arg2)", false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return arg1 / arg2;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); } visitor.AddShaderChunk (outputString.GetShaderString (0), true); } } }