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- using System;
- using UnityEngine;
- namespace MPUIKIT {
- internal class MPImageUtility {
- internal static void FixAdditionalShaderChannelsInCanvas(Canvas canvas) {
- Canvas c = canvas;
- if (canvas == null) return;
- AdditionalCanvasShaderChannels additionalShaderChannels = c.additionalShaderChannels;
- additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1;
- additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord2;
- additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord3;
- additionalShaderChannels |= AdditionalCanvasShaderChannels.Normal;
- additionalShaderChannels |= AdditionalCanvasShaderChannels.Tangent;
- c.additionalShaderChannels = additionalShaderChannels;
- }
- internal static Vector2 Encode_0_1_16(Vector4 input) {
- float e = 255f / 256f;
- float m = 65535f;
- float ms = m * m;
- float n = m - 1;
- Vector4 value = input * e * n;
- float x = Mathf.Floor(value.x) / m + Mathf.Floor(value.y) / ms;
- float y = Mathf.Floor(value.z) / m + Mathf.Floor(value.w) / ms;
- return new Vector2(x, y);
- }
-
- private static Sprite _emptySprite;
- internal static Sprite EmptySprite {
- get {
- if (_emptySprite == null) {
- _emptySprite = Resources.Load<Sprite>("mpui_default_empty_sprite");
- }
- return _emptySprite;
- }
- }
- }
- }
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