Moves from 0 to 1 and back to 0 in a parabolic curve. The inverse of parabolic. This is strictly speaking not an "easing" since it doesn't ease from 0 to 1, but it is useful for temporary highlights.
Alias for easeInQuad
Accelerating from zero velocity
Alias for easeInOutQuad
Acceleration until halfway, then deceleration
Acceleration until halfway, then deceleration
Acceleration until halfway, then deceleration
Acceleration until halfway, then deceleration
Accelerating from zero velocity
Accelerating from zero velocity
Accelerating from zero velocity
Alias for easeOutQuad
Decelerating to zero velocity
Decelerating to zero velocity
Decelerating to zero velocity
Decelerating to zero velocity
No easing, no acceleration
Moves from 1 to 0 and back to 1 in a parabolic curve. The inverse of ballistic. This is strictly speaking not an "easing" since it doesn't ease from 0 to 1, but it is useful for temporary highlights.
A library of easing functions, mapping an input in the range 0.0 to 1.0 to an output in the same range. (Technically you can feed the math values outside that range, but it doesn't make sense in the context of easing). This is primarily used for controlling animations.
Remember that the easing functions are named after the shape of the curve of the output; not the visual effects they are used to create. So, e.g., to create a nice appearance, you typically want easeOut, i.e. the element appears at full speed, and decelerates as it settles when the interpolation reaches its target.
Most functions courtesy of Gaƫtan Renaudeau, https://gist.github.com/gre/1650294
See also https://easings.net/