309 float directionalLight,
310 float textureScale) {
311 float num = MathF.Abs(bevelSize);
318 float x2 = vector2.
X;
319 float x3 = vector3.
X;
320 float x4 = vector4.
X;
321 float x5 = vector5.
X;
323 float y2 = vector2.
Y;
324 float y3 = vector3.
Y;
325 float y4 = vector4.
Y;
326 float y5 = vector5.
Y;
327 float num2 =
MathUtils.
Saturate((bevelSize > 0f ? 1f : -0.75f) * directionalLight + ambientLight);
328 float num3 =
MathUtils.
Saturate((bevelSize > 0f ? -0.75f : 1f) * directionalLight + ambientLight);
329 float num4 =
MathUtils.
Saturate((bevelSize > 0f ? -0.375f : 0.5f) * directionalLight + ambientLight);
330 float num5 =
MathUtils.
Saturate((bevelSize > 0f ? 0.5f : -0.375f) * directionalLight + ambientLight);
332 Color color2 =
new((byte)(num4 * bevelColor.
R), (byte)(num4 * bevelColor.
G), (byte)(num4 * bevelColor.
B), bevelColor.
A);
333 Color color3 =
new((byte)(num5 * bevelColor.
R), (byte)(num5 * bevelColor.
G), (byte)(num5 * bevelColor.
B), bevelColor.
A);
334 Color color4 =
new((byte)(num2 * bevelColor.
R), (byte)(num2 * bevelColor.
G), (byte)(num2 * bevelColor.
B), bevelColor.
A);
335 Color color5 =
new((byte)(num3 * bevelColor.
R), (byte)(num3 * bevelColor.
G), (byte)(num3 * bevelColor.
B), bevelColor.
A);
336 Color color6 =
new((byte)(num6 * color.
R), (byte)(num6 * color.
G), (byte)(num6 * color.
B), color.
A);
337 if (texturedBatch !=
null) {
338 float num7 = textureScale / texturedBatch.
Texture.
Width;
340 float num9 = x * num7;
341 float num10 = y * num8;
343 float x7 = (x2 - x) * num7 + num9;
344 float x8 = (x3 - x) * num7 + num9;
345 float x9 = (x4 - x) * num7 + num9;
347 float y7 = (y2 - y) * num8 + num10;
348 float y8 = (y3 - y) * num8 + num10;
349 float y9 = (y4 - y) * num8 + num10;
350 if (bevelColor.
A > 0) {
404 else if (flatBatch !=
null) {
405 if (bevelColor.
A > 0) {
417 && shadowColor.
A > 0) {
418 Color color7 = shadowColor;
419 Color color8 =
new(0, 0, 0, 0);