Create float2 from X and Y values. The x. The y. float2
| 260 | /// <param name="y">The y.</param> |
| 261 | /// <returns>float2</returns> |
| 262 | static ShaderGraphValue Float2(const ShaderGraphValue& x, const ShaderGraphValue& y) |
| 263 | { |
| 264 | return ShaderGraphValue( |
| 265 | VariantType::Types::Float2, |
| 266 | String::Format(TEXT("float2({0}, {1})"), |
| 267 | Cast(x, VariantType::Types::Float).Value, |
| 268 | Cast(y, VariantType::Types::Float).Value)); |
| 269 | } |
| 270 | |
| 271 | /// <summary> |
| 272 | /// Create float3 from X, Y and Z values. |
nothing calls this directly
no test coverage detected