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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Geometry/Position")]
public class PositionNode : AbstractMaterialNode
{
const string kOutputSlotName = "XYZW";
public const int OutputSlotId = 0;
public PositionNode()
{
name = "Position";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero, ShaderStage.Vertex));
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { OutputSlotId }; }
}
public override string GetVariableNameForSlot(int slotId)
{
return "v.vertex";
}
}
}