internal static quaternion BackEaseIn(quaternion a, quaternion b, float t, float d) { return(slerp(a, b, Easing.BackEaseIn(t, d))); }
internal static double4 BackEaseIn(double4 a, double4 b, float t, float d) { return(lerp(a, b, Easing.BackEaseIn(t, d))); }
public static int2 BackEaseIn(int2 a, int2 b, float t, float d) { return((int2)lerp(a, b, Easing.BackEaseIn(t, d))); }
internal static float4 BackEaseIn(float4 a, float4 b, float t, float d) { return(lerp(a, b, Easing.BackEaseIn(t, d))); }
public static int3 BackEaseIn(int3 a, int3 b, float t, float d) { return((int3)lerp(a, b, Easing.BackEaseIn(t, d))); }
internal static int4 BackEaseIn(int4 a, int4 b, float t, float d) { return((int4)lerp(a, b, Easing.BackEaseIn(t, d))); }
public static double3 BackEaseIn(double3 a, double3 b, float t, float d) { return(lerp(a, b, Easing.BackEaseIn(t, d))); }