public static Vector4 Slerp(Vector4 v1, Vector4 v2, float amount)
 {
     return new Vector4(Vector.SmoothStep(v1, v2, amount));
 }
 public static Vector4 Transform(Vector4 val, Matrix transform)
 {
     return new Vector4(Vector.Transform(val,transform));
 }
 public static Vector4 Lerp(Vector4 v1, Vector4 v2, float amount)
 {
     return new Vector4(Vector.Lerp(v1, v2, amount));
 }
 public static Vector4 Normalize(Vector4 v)
 {
     return new Vector4(Vector.Normalize(v));
 }
 public static Vector4 Hermite(Vector4 v1,Vector4 t1, Vector4 v2, Vector4 t2, float amount)
 {
     return new Vector4(Vector.Hermite(v1,t1, v2,t2, amount));
 }
 public static float DistanceSquared(Vector4 v1, Vector4 v2)
 {
     return Vector4.DistanceSquared(v1, v2);
 }
 public static Vector4 Clamp(Vector4 val, Vector4 min,Vector4 max)
 {
     return new Vector4(Vector.Clamp(val, min, max));
 }
 public static Vector4 CatmullRom(Vector4 v1, Vector4 v2, Vector4 v3, Vector4 v4, float amount)
 {
     return new Vector4(Vector.CatmullRom(v1, v2, v3, v4, amount));
 }
 public static Vector4 Barycentric(Vector4 v1, Vector4 v2, Vector4 v3, float a1,float a2)
 {
     return new Vector4(Vector.Barycentric(v1, v2, v3, a1,a2));
 }