diff --git a/src/ImageSharp/Colors/Vector4BlendTransforms.cs b/src/ImageSharp/Colors/Vector4BlendTransforms.cs
index 870d653888..ad69f7bcbe 100644
--- a/src/ImageSharp/Colors/Vector4BlendTransforms.cs
+++ b/src/ImageSharp/Colors/Vector4BlendTransforms.cs
@@ -7,6 +7,7 @@ namespace ImageSharp
{
using System;
using System.Numerics;
+ using Common;
///
/// Transform algorithms that match the equations defined in the W3C Compositing and Blending Level 1 specification.
@@ -14,11 +15,6 @@ namespace ImageSharp
///
public class Vector4BlendTransforms
{
- ///
- /// The epsilon for comparing floating point numbers.
- ///
- private const float Epsilon = 0.0001F;
-
///
/// The blending formula simply selects the source vector.
///
@@ -203,13 +199,13 @@ namespace ImageSharp
amount = amount.Clamp(0, 1);
// Santize on zero alpha
- if (Math.Abs(backdrop.W) < Epsilon)
+ if (Math.Abs(backdrop.W) < Constants.Epsilon)
{
source.W *= amount;
return source;
}
- if (Math.Abs(source.W) < Epsilon)
+ if (Math.Abs(source.W) < Constants.Epsilon)
{
return backdrop;
}
@@ -266,7 +262,7 @@ namespace ImageSharp
///
private static float BlendDodge(float b, float s)
{
- return Math.Abs(s - 1F) < Epsilon ? s : Math.Min(b / (1F - s), 1F);
+ return Math.Abs(s - 1F) < Constants.Epsilon ? s : Math.Min(b / (1F - s), 1F);
}
///
@@ -279,7 +275,7 @@ namespace ImageSharp
///
private static float BlendBurn(float b, float s)
{
- return Math.Abs(s) < Epsilon ? s : Math.Max(1F - ((1F - b) / s), 0F);
+ return Math.Abs(s) < Constants.Epsilon ? s : Math.Max(1F - ((1F - b) / s), 0F);
}
///