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30 行
966 B

namespace UnityEditor.Graphs.Material
{
[Title("Math/Clamp Node")]
class ClampNode : Function3Input, IGeneratesFunction
{
public override void Init()
{
name = "ClampNode";
base.Init();
}
protected override string GetFunctionName () {return "unity_clamp_"+precision;}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator ();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_clamp_" + precision + " (" + precision + "4 arg1, " + precision + "4 minval, " + precision + "4 maxval)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return clamp(arg1, minval, maxval);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk (outputString.GetShaderString (0), true);
}
}
}