static string Unity_Tangent( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = tan(In); } "); }
static string Unity_Sine( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = sin(In); } "; }
static string Unity_SquareRoot( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = sqrt(In); } "); }
static string TriangleWave( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = 2.0 * abs( 2 * (In - floor(0.5 + In)) ) - 1.0; } "); }
static string Unity_Reciprocal( [Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = 1.0/In; } "); }
static string Unity_Blend_Difference( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = abs(Blend - Base); }"); }
static string Unity_Blend_Divide( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Base / (Blend + 0.000000000001); }"); }
static string Unity_Preview( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = In; } "); }
static string Unity_Divide( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 2, 2, 2, 2)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return(@" { Out = A / B; } "); }
static string Unity_Any( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out Boolean Out) { return (@" { Out = any(In); } "); }
static string Unity_Minimum( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = min(A, B); };"); }
static string Unity_DegreesToRadians( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = radians(In); } "); }
static string Unity_Arccosine( [Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = acos(In); } "); }
static string SawtoothWave( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = 2 * (In - floor(0.5 + In)); } "); }
static string Unity_Blend_Screen( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = 1.0 - (1.0 - Blend) * (1.0 - Base); }"); }
static string Unity_HyperbolicCosine( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = sinh(In); } "); }
static string Unity_Blend_Darken( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = min(Blend, Base); }"); }
static string Unity_Blend_Exclusion( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Blend + Base - (2.0 * Blend * Base); }"); }
static string Unity_Blend_Dodge( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Base / (1.0 - Blend); }"); }
static string Unity_Blend_HardMix( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = step(1 - Base, Blend); }"); }
static string Unity_Fraction( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = frac(In); } "); }
static string Unity_Blend_LinearBurn( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Base + Blend - 1.0; }"); }
static string Unity_Absolute( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = abs(In); } "); }
static string Unity_Blend_LinearLight( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Blend < 0.5 ? max(Base + (2 * Blend) - 1, 0) : min(Base + 2 * (Blend - 0.5), 1); }"); }
static string Unity_Log10( [Slot(0, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = log10(In); } "); }
static string Unity_Blend_LinearLightAddSub( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Blend + 2.0 * Base - 1.0; }"); }
static string Unity_Reciprocal_Fast( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = rcp(In); } "); }
static string Unity_Blend_Multiply( [Slot(0, Binding.None)] DynamicDimensionVector Base, [Slot(1, Binding.None)] DynamicDimensionVector Blend, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return (@" { Out = Base * Blend; }"); }
static string Unity_Projection( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = B * dot(A, B) / dot(B, B); }"; }
static string Unity_DDXY( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None, ShaderStageCapability.Fragment)] out DynamicDimensionVector Out) { return (@" { Out = abs(ddx(In)) + abs(ddy(In)); } "); }