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