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| // === CONFIG === | |
| var offValue = 0; // Value to use outside of active segments | |
| var blendDur = 0.5; // Duration (in seconds) for blending in/out | |
| // ============== | |
| var t = time; | |
| var val = value; | |
| var markers = thisLayer.marker; // change to thisComp.marker for compostion based maerkers | |
| var segments = []; |
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| // by davey @beesandbombs | |
| float[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| p = c01(p); | |
| return 3*p*p - 2*p*p*p; | |
| } |
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| // by dave @beesandbombs | |
| int[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| return 3*p*p - 2*p*p*p; | |
| } | |
| float ease(float p, float g) { |
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| // by dave | |
| float[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| p = c01(p); | |
| return 3*p*p - 2*p*p*p; | |
| } | |
| float ease(float p, float g) { |
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| // by dave @beesandbombs :) | |
| float[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| p = c01(p); | |
| return 3*p*p - 2*p*p*p; | |
| } |
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| int[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| return 3*p*p - 2*p*p*p; | |
| } | |
| float ease(float p, float g) { | |
| if (p < 0.5) | |
| return 0.5 * pow(2*p, g); |