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