internal static float ElasticEaseInOut(float a, float b, float t, float d) { return(lerp(a, b, Easing.ElasticEaseInOut(t, d))); }
public static double3 QuintEaseInOut(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.QuintEaseInOut(t, d))); }
internal static float QuintEaseInOut(float a, float b, float t, float d) { return(lerp(a, b, Easing.QuintEaseInOut(t, d))); }
internal static float2 Linear(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.Linear(t, d))); }
internal static float2 BounceEaseOutIn(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.BounceEaseOutIn(t, d))); }
internal static float ExpoEaseOut(float a, float b, float t, float d) { return(lerp(a, b, Easing.ExpoEaseOut(t, d))); }
internal static float2 CubicEaseIn(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.CubicEaseIn(t, d))); }
internal static int4 QuintEaseIn(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.QuintEaseIn(t, d))); }
internal static int4 Linear(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.Linear(t, d))); }
public static double3 BackEaseOutIn(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.BackEaseOutIn(t, d))); }
public static double3 ExpoEaseOut(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.ExpoEaseOut(t, d))); }
public static double3 BounceEaseInOut(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.BounceEaseInOut(t, d))); }
public static double3 ElasticEaseInOut(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.ElasticEaseInOut(t, d))); }
public static double3 Linear(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.Linear(t, d))); }
internal static float BounceEaseInOut(float a, float b, float t, float d) { return(lerp(a, b, Easing.BounceEaseInOut(t, d))); }
internal static int4 ElasticEaseInOut(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.ElasticEaseInOut(t, d))); }
internal static float BackEaseOutIn(float a, float b, float t, float d) { return(lerp(a, b, Easing.BackEaseOutIn(t, d))); }
internal static int4 BounceEaseInOut(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.BounceEaseInOut(t, d))); }
internal static float2 SineEaseOut(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.SineEaseOut(t, d))); }
internal static int4 BackEaseOutIn(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.BackEaseOutIn(t, d))); }
internal static float2 QuintEaseOutIn(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.QuintEaseOutIn(t, d))); }
internal static int4 ExpoEaseOut(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.ExpoEaseOut(t, d))); }
internal static float2 ElasticEaseOutIn(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.ElasticEaseOutIn(t, d))); }
internal static float SineEaseIn(float a, float b, float t, float d) { return(lerp(a, b, Easing.SineEaseIn(t, d))); }
internal static float2 BackEaseInOut(float2 a, float2 b, float t, float d) { return(lerp(a, b, Easing.BackEaseInOut(t, d))); }
public static double3 CubicEaseIn(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.CubicEaseIn(t, d))); }