function easeInSine(x) { return 1 - Math.cos((x * Math.PI) / 2); }
transition: transform 0.5s cubic-bezier(0.12, 0, 0.39, 0)
function easeOutSine(x) { return Math.sin((x * Math.PI) / 2); }
transition: transform 0.5s cubic-bezier(0.61, 1, 0.88, 1)
function easeInOutSine(x) { return -(Math.cos(Math.PI * x) - 1) / 2; }
transition: transform 0.5s cubic-bezier(0.37, 0, 0.63, 1)
function easeInQuad(x) { return x * x; }
transition: transform 0.5s cubic-bezier(0.11, 0, 0.5, 0)
function easeOutQuad(x) { return 1 - (1 - x) * (1 - x); }
transition: transform 0.5s cubic-bezier(0.5, 1, 0.89, 1)
function easeInOutQuad(x) { return x < 0.5 ? 2 * x * x : 1 - Math.pow(-2 * x + 2, 2) / 2; }
transition: transform 0.5s cubic-bezier(0.45, 0, 0.55, 1)
function easeInCubic(x) { return x * x * x; }
transition: transform 0.5s cubic-bezier(0.32, 0, 0.67, 0)
function easeOutCubic(x) { return 1 - Math.pow(1 - x, 3); }
transition: transform 0.5s cubic-bezier(0.33, 1, 0.68, 1)
function easeInOutCubic(x) { return x < 0.5 ? 4 * x * x * x : 1 - Math.pow(-2 * x + 2, 3) / 2; }
transition: transform 0.5s cubic-bezier(0.65, 0, 0.35, 1)
function easeInQuart(x) { return x * x * x * x; }
transition: transform 0.5s cubic-bezier(0.5, 0, 0.75, 0)
function easeOutQuart(x) { return 1 - Math.pow(1 - x, 4); }
transition: transform 0.5s cubic-bezier(0.25, 1, 0.5, 1)
function easeInOutQuart(x) { return x < 0.5 ? 8 * x * x * x * x : 1 - Math.pow(-2 * x + 2, 4) / 2; }
transition: transform 0.5s cubic-bezier(0.76, 0, 0.24, 1)
function easeInQuint(x) { return x * x * x * x * x; }
transition: transform 0.5s cubic-bezier(0.64, 0, 0.78, 0)
function easeOutQuint(x) { return 1 - Math.pow(1 - x, 5); }
transition: transform 0.5s cubic-bezier(0.22, 1, 0.36, 1)
function easeInOutQuint(x) { return x < 0.5 ? 16 * x * x * x * x * x : 1 - Math.pow(-2 * x + 2, 5) / 2; }
transition: transform 0.5s cubic-bezier(0.83, 0, 0.17, 1)
function easeInExpo(x) { return x === 0 ? 0 : Math.pow(2, 10 * x - 10); }
transition: transform 0.5s cubic-bezier(0.7, 0, 0.84, 0)
function easeOutExpo(x) { return x === 1 ? 1 : 1 - Math.pow(2, -10 * x); }
transition: transform 0.5s cubic-bezier(0.16, 1, 0.3, 1)
function easeInOutExpo(x) { return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ? Math.pow(2, 20 * x - 10) / 2 : (2 - Math.pow(2, -20 * x + 10)) / 2; }
transition: transform 0.5s cubic-bezier(0.87, 0, 0.13, 1)
function easeInCirc(x) { return 1 - Math.sqrt(1 - Math.pow(x, 2)); }
transition: transform 0.5s cubic-bezier(0.55, 0, 1, 0.45)
function easeOutCirc(x) { return sqrt(1 - Math.pow(x - 1, 2)); }
transition: transform 0.5s cubic-bezier(0, 0.55, 0.45, 1)
function easeInOutCirc(x) { return x < 0.5 ? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2 : (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2; }
transition: transform 0.5s cubic-bezier(0.85, 0, 0.15, 1)
function easeInBack(x) { const c1 = 1.70158; const c3 = c1 + 1; return c3 * x * x * x - c1 * x * x; }
transition: transform 0.5s cubic-bezier(0.36, 0, 0.66, -0.56)
function easeOutBack(x) { const c1 = 1.70158; const c3 = c1 + 1; return 1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2); }
transition: transform 0.5s cubic-bezier(0.34, 1.56, 0.64, 1)
function easeInOutBack(x) { const c1 = 1.70158; const c2 = c1 * 1.525; return x < 0.5 ? (Math.pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2)) / 2 : (Math.pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2; }
transition: transform 0.5s cubic-bezier(0.68, -0.6, 0.32, 1.6)
function easeInElastic(x) { const c4 = (2 * Math.PI) / 3; return x === 0 ? 0 : x === 1 ? 1 : -Math.pow(2, 10 * x - 10) * Math.sin((x * 10 - 10.75) * c4); }
function easeOutElastic(x) { const c4 = (2 * Math.PI) / 3; return x === 0 ? 0 : x === 1 ? 1 : Math.pow(2, -10 * x) * Math.sin((x * 10 - 0.75) * c4) + 1; }
function easeInOutElastic(x) { const c5 = (2 * Math.PI) / 4.5; return x === 0 ? 0 : x === 1 ? 1 : x < 0.5 ? -(Math.pow(2, 20 * x - 10) * Math.sin((20 * x - 11.125) * c5)) / 2 : (Math.pow(2, -20 * x + 10) * Math.sin((20 * x - 11.125) * c5)) / 2 + 1; }
function easeOutBounce(x) { const n1 = 7.5625; const d1 = 2.75; if (x < 1 / d1) { return n1 * x * x; } else if (x < 2 / d1) { return n1 * (x -= 1.5 / d1) * x + 0.75; } else if (x < 2.5 / d1) { return n1 * (x -= 2.25 / d1) * x + 0.9375; } else { return n1 * (x -= 2.625 / d1) * x + 0.984375; } }
function easeInOutBounce(x) { return x < 0.5 ? (1 - easeOutBounce(1 - 2 * x)) / 2 : (1 + easeOutBounce(2 * x - 1)) / 2; }