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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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 ) );
}
}
}
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