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Easing.cginc
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#ifndef PROCEDURAL_TOOLKIT_EASING_INCLUDED
#define PROCEDURAL_TOOLKIT_EASING_INCLUDED
//
// Normalized easing functions
//
#include "UnityCG.cginc"
//
// Quadratic
//
float EaseInQuad(float x)
{
return x*x;
}
float EaseOutQuad(float x)
{
return x*(2.0 - x);
}
float EaseInOutQuad(float x)
{
if (x < 0.5)
{
return 2.0*x*x;
}
return x*(-2.0*x + 4.0) - 1.0;
}
//
// Cubic
//
float EaseInCubic(float x)
{
return x*x*x;
}
float EaseOutCubic(float x)
{
x--;
return x*x*x + 1.0;
}
float EaseInOutCubic(float x)
{
if (x < 0.5)
{
return 4.0*x*x*x;
}
x = 2.0*x - 2.0;
return 0.5*x*x*x + 1.0;
}
//
// Quartic
//
float EaseInQuart(float x)
{
return x*x*x*x;
}
float EaseOutQuart(float x)
{
x--;
return -x*x*x*x + 1.0;
}
float EaseInOutQuart(float x)
{
if (x < 0.5)
{
return 8.0*x*x*x*x;
}
x = 2.0*x - 2.0;
return -0.5*x*x*x*x + 1.0;
}
//
// Quintic
//
float EaseInQuint(float x)
{
return x*x*x*x*x;
}
float EaseOutQuint(float x)
{
x--;
return x*x*x*x*x + 1.0;
}
float EaseInOutQuint(float x)
{
if (x < 0.5)
{
return 16.0*x*x*x*x*x;
}
x = 2.0*x - 2.0;
return 0.5*x*x*x*x*x + 1.0;
}
//
// Sine
//
float EaseInSine(float x)
{
return -cos(UNITY_HALF_PI*x) + 1.0;
}
float EaseOutSine(float x)
{
return sin(UNITY_HALF_PI*x);
}
float EaseInOutSine(float x)
{
return -0.5*cos(UNITY_PI*x) + 0.5;
}
//
// Exponential
//
float EaseInExpo(float x)
{
return pow(2.0, 10.0*x - 10.0);
}
float EaseOutExpo(float x)
{
return -pow(2.0, -10.0*x) + 1.0;
}
float EaseInOutExpo(float x)
{
if (x < 0.5)
{
return 0.5*pow(2.0, 20.0*x - 10.0);
}
return -0.5*pow(2.0, -20.0*x + 10.0) + 1.0;
}
//
// Circular
//
float EaseInCirc(float x)
{
return -sqrt(-x*x + 1.0) + 1.0;
}
float EaseOutCirc(float x)
{
return sqrt(x*(2.0 - x));
}
float EaseInOutCirc(float x)
{
if (x < 0.5)
{
return -0.5*sqrt(-4.0*x*x + 1.0) + 0.5;
}
x = 2.0*x - 2.0;
return 0.5*sqrt(-x*x + 1.0) + 0.5;
}
//
// Back
//
float EaseInBack(float x)
{
return x*x*x - x*sin(UNITY_PI*x);
}
float EaseOutBack(float x)
{
x = 1.0 - x;
return -x*x*x + x*sin(UNITY_PI*x) + 1.0;
}
float EaseInOutBack(float x)
{
if (x < 0.5)
{
return 0.5*EaseInBack(2.0*x);
}
return -0.5*EaseInBack(-2.0*x + 2.0) + 1.0;
}
//
// Elastic
//
float EaseInElastic(float x)
{
return sin(13.0*UNITY_HALF_PI*x)*pow(2.0, 10.0*x - 10.0);
}
float EaseOutElastic(float x)
{
return sin(-13.0*UNITY_HALF_PI*x - 13.0*UNITY_HALF_PI)*pow(2.0, -10.0*x) + 1.0;
}
float EaseInOutElastic(float x)
{
if (x < 0.5)
{
return 0.5*sin(26.0*UNITY_HALF_PI*x)*pow(2.0, 20.0*x - 10.0);
}
return 0.5*sin(-26.0*UNITY_HALF_PI*x)*pow(2.0, -20.0*x + 10.0) + 1.0;
}
//
// Bounce
//
float EaseOutBounce(float x)
{
const float a = 4356.0/361.0;
const float b = -35442.0/1805.0;
const float c = 16061.0/1805.0;
float x2 = x*x;
if (x < 4.0/11.0)
{
return 7.5625*x2;
}
else if (x < 8.0/11.0)
{
return 9.075*x2 + (-9.9*x + 3.4);
}
else if (x < 0.9)
{
return a*x2 + (b*x + c);
}
else
{
return 10.8*x2 + (-20.52*x + 10.72);
}
}
float EaseInBounce(float x)
{
return 1.0 - EaseOutBounce(1.0 - x);
}
float EaseInOutBounce(float x)
{
if (x < 0.5)
{
return -0.5*EaseOutBounce(-2.0*x + 1.0) + 0.5;
}
return 0.5*EaseOutBounce(2.0*x - 1.0) + 0.5;
}
#endif