// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Position From Transform", "Matrix Operators", "Gets the position vector from a transformation matrix" )] public sealed class PosFromTransformMatrix : ParentNode { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT4x4, true, Constants.EmptyPortValue ); AddOutputPort( WirePortDataType.FLOAT4, "XYZW" ); AddOutputPort( WirePortDataType.FLOAT, "X" ); AddOutputPort( WirePortDataType.FLOAT, "Y" ); AddOutputPort( WirePortDataType.FLOAT, "Z" ); AddOutputPort( WirePortDataType.FLOAT, "W" ); } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ); string value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string result = string.Format( "float4( {0},{1},{2},{3})", value + "[3][0]", value + "[3][1]", value + "[3][2]", value + "[3][3]" ); RegisterLocalVariable( 0, result, ref dataCollector, "matrixToPos" + OutputId ); return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ); } } }