#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/easing.hpp>
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namespace
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{
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template<typename T>
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void _test_easing()
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{
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T a = static_cast<T>(0.5);
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T r;
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r = glm::linearInterpolation(a);
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r = glm::quadraticEaseIn(a);
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r = glm::quadraticEaseOut(a);
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r = glm::quadraticEaseInOut(a);
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r = glm::cubicEaseIn(a);
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r = glm::cubicEaseOut(a);
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r = glm::cubicEaseInOut(a);
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r = glm::quarticEaseIn(a);
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r = glm::quarticEaseOut(a);
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r = glm::quinticEaseInOut(a);
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r = glm::sineEaseIn(a);
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r = glm::sineEaseOut(a);
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r = glm::sineEaseInOut(a);
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r = glm::circularEaseIn(a);
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r = glm::circularEaseOut(a);
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r = glm::circularEaseInOut(a);
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r = glm::exponentialEaseIn(a);;
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r = glm::exponentialEaseOut(a);
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r = glm::exponentialEaseInOut(a);
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r = glm::elasticEaseIn(a);
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r = glm::elasticEaseOut(a);
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r = glm::elasticEaseInOut(a);
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r = glm::backEaseIn(a);
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r = glm::backEaseOut(a);
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r = glm::backEaseInOut(a);
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r = glm::bounceEaseIn(a);;
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r = glm::bounceEaseOut(a);
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r = glm::bounceEaseInOut(a);
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}
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}
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int main()
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{
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int Error = 0;
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_test_easing<float>();
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_test_easing<double>();
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return Error;
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}
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