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2 changes: 1 addition & 1 deletion cubic-in-out.glsl
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
float cubicInOut(float t) {
if (t < 0.5) {
return 4 * t * t * t
return 4.0 * t * t * t;
}
float u = 1.0 - t;
return 1.0 - 4.0 * u * u * u;
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2 changes: 1 addition & 1 deletion quartic-in-out.glsl
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
float quarticInOut(float t) {
if (t < 0.5) {
return 8.0 * t * t * t * t
return 8.0 * t * t * t * t;
}
float u = 1.0 - t;
return 1.0 - 8.0 * u * u * u * u;
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3 changes: 2 additions & 1 deletion quartic-out.glsl
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
float quarticOut(float t) {
return pow(t - 1.0, 3.0) * (1.0 - t) + 1.0;
float u = 1.0 - t;
return 1.0 - u * u * u * u;
}

#pragma glslify: export(quarticOut)
12 changes: 7 additions & 5 deletions quintic-in-out.glsl
Original file line number Diff line number Diff line change
@@ -1,7 +1,9 @@
float qinticInOut(float t) {
return t < 0.5
? +16.0 * pow(t, 5.0)
: -0.5 * pow(2.0 * t - 2.0, 5.0) + 1.0;
float quinticInOut(float t) {
if (t < 0.5) {
return 16.0 * t * t * t * t * t;
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Suggested change
return 16.0 * t * t * t * t * t;
float t2 = t * t;
return 16.0 * t2 * t2 * t;

}
float u = 1.0 - t;
return 1.0 - 16.0 * u * u * u * u * u;
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Suggested change
return 1.0 - 16.0 * u * u * u * u * u;
float u2 = u * u;
return 1.0 - 16.0 * u2 * u2 * u;

}

#pragma glslify: export(qinticInOut)
#pragma glslify: export(quinticInOut)
6 changes: 3 additions & 3 deletions quintic-in.glsl
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
float qinticIn(float t) {
return pow(t, 5.0);
float quinticIn(float t) {
return t*t*t*t*t;
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Suggested change
return t*t*t*t*t;
float t2 = t * t;
return t2 * t2 * t;

}

#pragma glslify: export(qinticIn)
#pragma glslify: export(quinticIn)
2 changes: 1 addition & 1 deletion test/visual/index.js
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ var shaders = {
, sineIn : glslify({ frag: './frag.glsl', vert: './sine-in.glsl' })(gl)
}

var linear = glslify({ frag: './blue.glsl', vert: './linear.glsl' })(gl)
var linear = glslify({ frag: './frag.glsl', vert: './linear.glsl' })(gl)
var names = Object.keys(shaders)
var selected = null
var model = mat4.create()
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