internal static double4 BounceEaseOut(double4 a, double4 b, float t, float d) { return(lerp(a, b, Easing.BounceEaseOut(t, d))); }
internal static quaternion BounceEaseOut(quaternion a, quaternion b, float t, float d) { return(slerp(a, b, Easing.BounceEaseOut(t, d))); }
public static int2 BounceEaseOut(int2 a, int2 b, float t, float d) { return((int2)lerp(a, b, Easing.BounceEaseOut(t, d))); }
internal static float4 BounceEaseOut(float4 a, float4 b, float t, float d) { return(lerp(a, b, Easing.BounceEaseOut(t, d))); }
internal static int4 BounceEaseOut(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.BounceEaseOut(t, d))); }
public static double3 BounceEaseOut(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.BounceEaseOut(t, d))); }