| 1234567891011121314151617181920212223242526272829303132333435363738394041 | 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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