/// <since>5.0</since> public Color4f(Color4f color) { m_r = color.R; m_g = color.G; m_b = color.B; m_a = color.A; }
/// <since>5.0</since> public Color4f BlendTo(float t, Color4f col) { float r = m_r + (t * (col.m_r - m_r)); float g = m_g + (t * (col.m_g - m_g)); float b = m_b + (t * (col.m_b - m_b)); float a = m_a + (t * (col.m_a - m_a)); return(new Color4f(r, g, b, a)); }
/// <since>6.0</since> public static Color4f ApplyGamma(Color4f col, float gamma) { if (Math.Abs(gamma - 1.0f) > float.Epsilon) { float r = (float)Math.Pow(col.m_r, gamma); float g = (float)Math.Pow(col.m_g, gamma); float b = (float)Math.Pow(col.m_b, gamma); return(new Color4f(r, g, b, col.m_a)); } return(col); }
/// <since>5.11</since> public static Color4f FromArgb(float a, Color4f color) { return(new Color4f(color.R, color.G, color.B, a)); }