virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtualStringgenerate_code(Shader::Modep_mode,VisualShader::Typep_type,intp_id,constString*p_input_vars,constString*p_output_vars)const;//if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty