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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Div Node")]
public class DivNode : Function2Input, IGeneratesFunction
{
public DivNode()
{
name = "DivNode";
}
protected override string GetFunctionName() {return "unity_div_" + precision; }
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("return arg1 / arg2;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}