Editor/ShaderGraphPlus/Compiler/GraphHLSLFunctions.cs
using Editor;
namespace ShaderGraphPlus;
public static class GraphHLSLFunctions
{
[Function( "ColorBurn_blend" )]
public static string ColorBurn_blend => @"
float ColorBurn_blend( float a, float b )
{
if ( a >= 1.0f ) return 1.0f;
if ( b <= 0.0f ) return 0.0f;
return 1.0f - saturate( ( 1.0f - a ) / b );
}
float3 ColorBurn_blend( float3 a, float3 b )
{
return float3(
ColorBurn_blend( a.r, b.r ),
ColorBurn_blend( a.g, b.g ),
ColorBurn_blend( a.b, b.b )
);
}
float4 ColorBurn_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
ColorBurn_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? ColorBurn_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearBurn_blend" )]
public static string LinearBurn_blend => @"
float LinearBurn_blend( float a, float b )
{
return max( 0.0f, a + b - 1.0f );
}
float3 LinearBurn_blend( float3 a, float3 b )
{
return float3(
LinearBurn_blend( a.r, b.r ),
LinearBurn_blend( a.g, b.g ),
LinearBurn_blend( a.b, b.b )
);
}
float4 LinearBurn_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearBurn_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearBurn_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "ColorDodge_blend" )]
public static string ColorDodge_blend => @"
float ColorDodge_blend( float a, float b )
{
if ( a <= 0.0f ) return 0.0f;
if ( b >= 1.0f ) return 1.0f;
return saturate( a / ( 1.0f - b ) );
}
float3 ColorDodge_blend( float3 a, float3 b )
{
return float3(
ColorDodge_blend( a.r, b.r ),
ColorDodge_blend( a.g, b.g ),
ColorDodge_blend( a.b, b.b )
);
}
float4 ColorDodge_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
ColorDodge_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? ColorDodge_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearDodge_blend" )]
public static string LinearDodge_blend => @"
float LinearDodge_blend( float a, float b )
{
return min( 1.0f, a + b );
}
float3 LinearDodge_blend( float3 a, float3 b )
{
return float3(
LinearDodge_blend( a.r, b.r ),
LinearDodge_blend( a.g, b.g ),
LinearDodge_blend( a.b, b.b )
);
}
float4 LinearDodge_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearDodge_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearDodge_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "Overlay_blend" )]
public static string Overlay_blend => @"
float Overlay_blend( float a, float b )
{
if ( a <= 0.5f )
return 2.0f * a * b;
else
return 1.0f - 2.0f * ( 1.0f - a ) * ( 1.0f - b );
}
float3 Overlay_blend( float3 a, float3 b )
{
return float3(
Overlay_blend( a.r, b.r ),
Overlay_blend( a.g, b.g ),
Overlay_blend( a.b, b.b )
);
}
float4 Overlay_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
Overlay_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? Overlay_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "SoftLight_blend" )]
public static string SoftLight_blend => @"
float SoftLight_blend( float a, float b )
{
if ( b <= 0.5f )
return 2.0f * a * b + a * a * ( 1.0f * 2.0f * b );
else
return sqrt( a ) * ( 2.0f * b - 1.0f ) + 2.0f * a * (1.0f - b);
}
float3 SoftLight_blend( float3 a, float3 b )
{
return float3(
SoftLight_blend( a.r, b.r ),
SoftLight_blend( a.g, b.g ),
SoftLight_blend( a.b, b.b )
);
}
float4 SoftLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
SoftLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? SoftLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "HardLight_blend" )]
public static string HardLight_blend => @"
float HardLight_blend( float a, float b )
{
if(b <= 0.5f)
return 2.0f * a * b;
else
return 1.0f - 2.0f * (1.0f - a) * (1.0f - b);
}
float3 HardLight_blend( float3 a, float3 b )
{
return float3(
HardLight_blend( a.r, b.r ),
HardLight_blend( a.g, b.g ),
HardLight_blend( a.b, b.b )
);
}
float4 HardLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
HardLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? HardLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "VividLight_blend" )]
public static string VividLight_blend => @"
float VividLight_blend( float a, float b )
{
if ( b <= 0.5f )
{
b *= 2.0f;
if ( a >= 1.0f ) return 1.0f;
if ( b <= 0.0f ) return 0.0f;
return 1.0f - saturate( ( 1.0f - a ) / b );
}
else
{
b = 2.0f * ( b - 0.5f );
if ( a <= 0.0f ) return 0.0f;
if ( b >= 1.0f ) return 1.0f;
return saturate( a / ( 1.0f - b ) );
}
}
float3 VividLight_blend( float3 a, float3 b )
{
return float3(
VividLight_blend( a.r, b.r ),
VividLight_blend( a.g, b.g ),
VividLight_blend( a.b, b.b )
);
}
float4 VividLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
VividLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? VividLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "LinearLight_blend" )]
public static string LinearLight_blend => @"
float LinearLight_blend( float a, float b )
{
if ( b <= 0.5f )
{
b *= 2.0f;
return max( 0.0f, a + b - 1.0f );
}
else
{
b = 2.0f * ( b - 0.5f );
return min( 1.0f, a + b );
}
}
float3 LinearLight_blend( float3 a, float3 b )
{
return float3(
LinearLight_blend( a.r, b.r ),
LinearLight_blend( a.g, b.g ),
LinearLight_blend( a.b, b.b )
);
}
float4 LinearLight_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
LinearLight_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? LinearLight_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "HardMix_blend" )]
public static string HardMix_blend => @"
float HardMix_blend( float a, float b )
{
if(a + b >= 1.0f) return 1.0f;
else return 0.0f;
}
float3 HardMix_blend( float3 a, float3 b )
{
return float3(
HardMix_blend( a.r, b.r ),
HardMix_blend( a.g, b.g ),
HardMix_blend( a.b, b.b )
);
}
float4 HardMix_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
HardMix_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? HardMix_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "Divide_blend" )]
public static string Divide_blend => @"
float Divide_blend( float a, float b )
{
if( b > 0.0f )
return saturate( a / b );
else
return 0.0f;
}
float3 Divide_blend( float3 a, float3 b )
{
return float3(
Divide_blend( a.r, b.r ),
Divide_blend( a.g, b.g ),
Divide_blend( a.b, b.b )
);
}
float4 Divide_blend( float4 a, float4 b, bool blendAlpha = false )
{
return float4(
Divide_blend( a.rgb, b.rgb ).rgb,
blendAlpha ? Divide_blend( a.a, b.a ) : max( a.a, b.a )
);
}
";
[Function( "RGB2HSV" )]
public static string RGB2HSV => @"
float3 RGB2HSV( float3 c )
{
float4 K = float4( 0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0 );
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs( q.z + ( q.w - q.y ) / ( 6.0 * d + e ) ), d / ( q.x + e ), q.x );
}
";
[Function( "HSV2RGB" )]
public static string HSV2RGB => @"
float3 HSV2RGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y );
}
";
[Function( "RGB2Linear" )]
public static string RGB2Linear => @"
float3 RGB2Linear( float3 c )
{
float3 vlinearRGBLo = c / 12.92;;
float3 vlinearRGBHi = pow( max( abs( ( c + 0.055 ) / 1.055 ), 1.192092896e-07 ), float3( 2.4, 2.4, 2.4 ) );
return float3( c <= 0.04045 ) ? vlinearRGBLo : vlinearRGBHi;
}
";
[Function( "Linear2RGB" )]
public static string Linear2RGB => @"
float3 Linear2RGB( float3 c )
{
float3 vSRGBLo = c * 12.92;
float3 vSRGBHi = ( pow( max( abs(c), 1.192092896e-07 ), float3( 1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4 ) ) * 1.055 ) - 0.055;
return float3( c <= 0.0031308 ) ? vSRGBLo : vSRGBHi;
}
";
[Function( "Linear2HSV" )]
public static string Linear2HSV => @"
float3 Linear2HSV( float3 c )
{
float3 vSRGBLo = c * 12.92;
float3 vSRGBHi = (pow(max(abs(c), 1.192092896e-07), float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) * 1.055) - 0.055;
float3 Linear = float3(c <= 0.0031308) ? vSRGBLo : vSRGBHi;
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(Linear.bg, K.wz), float4(Linear.gb, K.xy), step(Linear.b, Linear.g));
float4 Q = lerp(float4(P.xyw, Linear.r), float4(Linear.r, P.yzx), step(P.x, Linear.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x);
}
";
[Function( "HSV2Linear" )]
public static string HSV2Linear => @"
float3 HSV2Linear( float3 c )
{
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
float3 RGB = c.z * lerp(K.xxx, saturate(P - K.xxx), c.y);
float3 vlinearRGBLo = RGB / 12.92;
float3 vlinearRGBHi = pow(max(abs((RGB + 0.055) / 1.055), 1.192092896e-07), float3(2.4, 2.4, 2.4));
return float3(RGB <= 0.04045) ? vlinearRGBLo : vlinearRGBHi;
}
";
[Function( "Height2Normal" )]
public static string Height2Normal => @"
float3 Height2Normal( float flHeight , float flStrength, float3 vPosition, float3 vNormal )
{
float3 worldDerivativeX = ddx(vPosition);
float3 worldDerivativeY = ddy(vPosition);
float3 crossX = cross(vNormal, worldDerivativeX);
float3 crossY = cross(worldDerivativeY, vNormal);
float d = dot(worldDerivativeX, crossY);
float sgn = d < 0.0 ? (-1.f) : 1.f;
float surface = sgn / max(0.00000000000001192093f, abs(d));
float dHdx = ddx(flHeight);
float dHdy = ddy(flHeight);
float3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);
return normalize(vNormal - (flStrength * surfGrad));
}
";
[Function( "ToGreyscale" )]
public static string ToGreyscale => @"
float ToGreyscale( float3 vColor )
{
return dot( vColor, float3( .299, .587, .114 ) );
}
";
[Function( "InvertColors" )]
public static string InvertColors => @"
float3 InvertColors( float3 vColor )
{
return float3( 1.0 - vColor.r, 1.0 - vColor.g, 1.0 - vColor.b );
}
";
[Function( "TexTriplanar_Color" )]
public static string TexTriplanar_Color => @"
float4 TexTriplanar_Color( in Texture2D tTex, in SamplerState sSampler, float3 vPosition, float Tile, float3 vNormal, float BlendFactor )
{
float3 nodeUV = vPosition * Tile;
float2 uvX = nodeUV.yz;
float2 uvY = nodeUV.xz;
float2 uvZ = nodeUV.xy;
float3 triblend = saturate(pow(abs(vNormal), BlendFactor));
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
half3 axisSign = vNormal < 0 ? -1 : 1;
uvX.x *= axisSign.x;
uvY.x *= axisSign.y;
uvZ.x *= -axisSign.z;
float4 colX = Tex2DS( tTex, sSampler, uvX );
float4 colY = Tex2DS( tTex, sSampler, uvY );
float4 colZ = Tex2DS( tTex, sSampler, uvZ );
return colX * triblend.x + colY * triblend.y + colZ * triblend.z;
}
";
[Function( "TexTriplanar_Normal" )]
public static string TexTriplanar_Normal => @"
float3 TexTriplanar_Normal( in Texture2D tTex, in SamplerState sSampler, float3 vPosition, float Tile, float3 vNormal, float BlendFactor )
{
float3 nodeUV = vPosition * Tile;
float2 uvX = nodeUV.yz;
float2 uvY = nodeUV.xz;
float2 uvZ = nodeUV.xy;
float3 triblend = saturate( pow( abs( vNormal ), BlendFactor ) );
triblend /= max( dot( triblend, half3( 1, 1, 1 ) ), 0.0001 );
half3 axisSign = vNormal < 0 ? -1 : 1;
uvX.x *= axisSign.x;
uvY.x *= axisSign.y;
uvZ.x *= -axisSign.z;
float3 tnormalX = DecodeNormal( Tex2DS( tTex, sSampler, uvX ).xyz );
float3 tnormalY = DecodeNormal( Tex2DS( tTex, sSampler, uvY ).xyz );
float3 tnormalZ = DecodeNormal( Tex2DS( tTex, sSampler, uvZ ).xyz );
tnormalX.x *= axisSign.x;
tnormalY.x *= axisSign.y;
tnormalZ.y *= axisSign.z;
tnormalX = half3( tnormalX.xy + vNormal.yz, vNormal.x );
tnormalY = half3( tnormalY.xy + vNormal.xz, vNormal.y );
tnormalZ = half3( tnormalZ.xy + vNormal.xy, vNormal.z );
return normalize(
tnormalX.zxy * triblend.x +
tnormalY.xzy * triblend.y +
tnormalZ.xyz * triblend.z +
vNormal
);
}
";
[Function( "Quaternion_FromAngles" )]
public static string Quaternion_FromAngles => @"
float4 Quaternion_FromAngles( float3 vAngles )
{
float4 rot = { 0.0, 0.0, 0.0, 1.0 };
const float ANGLE_CONVERSION = 3.14159265 / 360.0;
float pitch = vAngles.x * ANGLE_CONVERSION;
float yaw = vAngles.y * ANGLE_CONVERSION;
float roll = vAngles.z * ANGLE_CONVERSION;
float sp = sin( pitch );
float cp = cos( pitch );
float sy = sin( yaw );
float cy = cos( yaw );
float sr = sin( roll );
float cr = cos( roll );
float srXcp = sr * cp;
float crXsp = cr * sp;
rot.x = srXcp * cy - crXsp * sy; // X
rot.y = crXsp * cy + srXcp * sy; // Y
float crXcp = cr * cp;
float srXsp = sr * sp;
rot.z = crXcp * sy - srXsp * cy; // Z
rot.w = crXcp * cy + srXsp * sy; // W (real component)
return rot;
}
";
[Function( "Matrix_Identity" )]
public static string Matrix_Identity => @"
float4x4 Matrix_Identity()
{
return
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
}
";
[Function( "Matrix_FromQuaternion" )]
public static string Matrix_FromQuaternion => @"
float4x4 Matrix_FromQuaternion( float4 qRotation )
{
float xx = qRotation.x * qRotation.x;
float yy = qRotation.y * qRotation.y;
float zz = qRotation.z * qRotation.z;
float xy = qRotation.x * qRotation.y;
float wz = qRotation.z * qRotation.w;
float xz = qRotation.z * qRotation.x;
float wy = qRotation.y * qRotation.w;
float yz = qRotation.y * qRotation.z;
float wx = qRotation.x * qRotation.w;
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._11 = 1.0 - 2.0 * (yy + zz);
result._21 = 2.0 * (xy + wz);
result._31 = 2.0 * (xz - wy);
result._12 = 2.0 * (xy - wz);
result._22 = 1.0 - 2.0 * (zz + xx);
result._32 = 2.0 * (yz + wx);
result._13 = 2.0 * (xz + wy);
result._23 = 2.0 * (yz - wx);
result._33 = 1.0 - 2.0 * (yy + xx);
return result;
}
";
[Function( "Matrix_FromScale" )]
public static string Matrix_FromScale => @"
float4x4 Matrix_FromScale( float3 vScale )
{
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._11 = vScale.x;
result._22 = vScale.y;
result._33 = vScale.z;
return result;
}
";
[Function( "Matrix_FromTranslation" )]
public static string Matrix_FromTranslation => @"
float4x4 Matrix_FromTranslation( float3 vTranslation )
{
float4x4 result =
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
result._14 = vTranslation.x;
result._24 = vTranslation.y;
result._34 = vTranslation.z;
return result;
}
";
[Function( "Vec3OsToTs" )]
public static string Vec3OsToTs => @"
float3 Vec3OsToTs( float3 vVectorOs, float3 vNormalOs, float3 vTangentUOs, float3 vTangentVOs )
{
float3 vVectorTs;
vVectorTs.x = dot( vVectorOs.xyz, vTangentUOs.xyz );
vVectorTs.y = dot( vVectorOs.xyz, vTangentVOs.xyz );
vVectorTs.z = dot( vVectorOs.xyz, vNormalOs.xyz );
return vVectorTs.xyz;
}
";
[Function( "GetTangentViewVector" )]
public static string GetTangentViewVector => @"
float3 GetTangentViewVector( float3 vPosition, float3 vNormalWs, float3 vTangentUWs, float3 vTangentVWs )
{
float3 vCameraToPositionDirWs = CalculateCameraToPositionDirWs( vPosition.xyz );
vNormalWs = normalize( vNormalWs.xyz );
float3 vTangentViewVector = Vec3WsToTs( vCameraToPositionDirWs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz );
// Result
return vTangentViewVector.xyz;
}
";
[Function( "GetWorldSpaceNormal" )]
public static string GetWorldSpaceNormal => @"
// Code by Josh Wilson.
float3 GetWorldSpaceNormal( float2 vUv )
{
float3 pos = Depth::GetWorldPosition(vUv);
float offsetAmount = 0.5f;
float2 offset1 = float2( offsetAmount, 0.0f );
float2 offset2 = float2( 0.0f, offsetAmount );
float3 tangentX = ( Depth::GetWorldPosition( vUv + offset1 ) - Depth::GetWorldPosition( vUv - offset1 ) ) / 2.0f;
float3 tangentY = ( Depth::GetWorldPosition( vUv + offset2 ) - Depth::GetWorldPosition( vUv - offset2 ) ) / 2.0f;
float3 normal = cross( tangentY, tangentX );
return lerp( float3( 0.0f, 0.0f, 0.0f ), normalize( normal ), step( 0.01f, Depth::Get( vUv ) ) );
}
";
[Function( "BoxShape" )]
public static string BoxShape => @"
float BoxShape( float2 UV, float Width, float Height )
{
float2 d = abs( UV * 2 - 1 ) - float2( Width, Height );
d = 1 - d / fwidth( d );
return saturate( min( d.x, d.y ) );
}
";
[Function( "ElipseShape" )]
public static string ElipseShape => @"
float ElipseShape( float2 UV, float Width, float Height )
{
float d = length( ( UV * 2 - 1) / float2( Width, Height ) );
return saturate( ( 1 - d ) / fwidth( d ) );
}
";
[Function( "PolygonShape" )]
public static string PolygonShape => @"
float PolygonShape( float2 UV, int Sides, float Width, float Height )
{
float shapeSides = (float)Sides;
float pi = 3.14159265359;
float aWidth = Width * cos( pi / shapeSides );
float aHeight = Height * cos( pi / shapeSides );
float2 uv = ( UV * 2 - 1 ) / float2( aWidth, aHeight );
uv.y *= -1;
float pCoord = atan2( uv.x, uv.y );
float r = 2 * pi / shapeSides;
float distance = cos( floor( 0.5 + pCoord / r ) * r - pCoord ) * length( uv );
return saturate( ( 1 - distance ) / fwidth( distance ) );
}
";
[Function( "RoundGradient" )]
public static string RoundGradient => @"
float RoundGradient( float2 vUV, float2 flCenter, float flRadius, float flDensity, bool bInvert )
{
float flDistance = length( vUV - flCenter );
float flResult = pow( saturate( flDistance / flRadius ), flDensity );
if( bInvert )
{
return 1 - flResult;
}
return flResult;
}
";
[Function( "CurveRemapUV" )]
public static string CurveRemapUV => @"
float2 CurveRemapUV( float2 vUV, float2 vCurvature )
{
// as we near the edge of our screen apply greater distortion using a cubic function
vUV = vUV * 2.0 - 1.0;
float2 offset = abs( vUV.yx ) / float2( vCurvature.x, vCurvature.y );
vUV = vUV + vUV * offset * offset;
vUV = vUV * 0.5 + 0.5;
return vUV;
}
";
[AttributeUsage( AttributeTargets.Property )]
private class FunctionAttribute : Attribute
{
public string Name { get; set; }
public FunctionAttribute( string name )
{
Name = name;
}
}
private static Dictionary<string, string> Functions;
public static bool TryGetFunction( string name, out string func )
{
return Functions.TryGetValue( name, out func );
}
public static bool HasFunction( string name )
{
return Functions.ContainsKey( name );
}
internal static bool RegisterFunction( string name, string code, bool overrideFunction = false )
{
if ( Functions.ContainsKey( name ) && !overrideFunction )
return false;
Functions[name] = code;
return true;
}
static GraphHLSLFunctions()
{
CreateFunctions();
}
[EditorEvent.Hotload]
private static void CreateFunctions()
{
Functions = new Dictionary<string, string>();
var properties = typeof( GraphHLSLFunctions ).GetProperties( BindingFlags.Public | BindingFlags.Static );
foreach ( var property in properties )
{
if ( property.PropertyType == typeof( string ) )
{
var attr = (FunctionAttribute)Attribute.GetCustomAttribute( property, typeof( FunctionAttribute ) );
if ( attr != null )
{
Functions[attr.Name] = (string)property.GetValue( null );
}
}
}
}
}