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n.el=document.querySelector(e),n.connect(),n})},[{key:"connect",value:(t=_asyncToGenerator(_regeneratorRuntime().mark(function e(){var t=this;return _regeneratorRuntime().wrap(function(e){for(;;)switch(e.prev=e.next){case 0:this.shaderFiles={vertex:"varying vec3 v_color;\n\nvoid main() {\n  float time = u_time * u_global.noiseSpeed;\n\n  vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;\n\n  vec2 st = 1. - uvNorm.xy;\n\n  //\n  // Tilting the plane\n  //\n\n  // Front-to-back tilt\n  float tilt = resolution.y / 2.0 * uvNorm.y;\n\n  // Left-to-right angle\n  float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;\n\n  // Up-down shift to offset incline\n  float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);\n\n  //\n  // Vertex noise\n  //\n\n  float noise = snoise(vec3(\n    noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,\n    noiseCoord.y * u_vertDeform.noiseFreq.y,\n    time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed\n  )) * u_vertDeform.noiseAmp;\n\n  // Fade noise to zero at edges\n  noise *= 1.0 - pow(abs(uvNorm.y), 2.0);\n\n  // Clamp to 0\n  noise = max(0.0, noise);\n\n  vec3 pos = vec3(\n    position.x,\n    position.y + tilt + incline + noise - offset,\n    position.z\n  );\n\n  //\n  // Vertex color, to be passed to fragment shader\n  //\n\n  if (u_active_colors[0] == 1.) {\n    v_color = u_baseColor;\n  }\n\n  for (int i = 0; i < u_waveLayers_length; i++) {\n    if (u_active_colors[i + 1] == 1.) {\n      WaveLayers layer = u_waveLayers[i];\n\n      float noise = smoothstep(\n        layer.noiseFloor,\n        layer.noiseCeil,\n        snoise(vec3(\n          noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,\n          noiseCoord.y * layer.noiseFreq.y,\n          time * layer.noiseSpeed + layer.noiseSeed\n        )) / 2.0 + 0.5\n      );\n\n      v_color = blendNormal(v_color, layer.color, pow(noise, 4.));\n    }\n  }\n\n  //\n  // Finish\n  //\n\n  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n}",noise:"//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n//               noise functions.\n//      Author : Ian McEwan, Ashima Arts.\n//  Maintainer : stegu\n//     Lastmod : 20110822 (ijm)\n//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n//               Distributed under the MIT License. See LICENSE file.\n//               https://github.com/ashima/webgl-noise\n//               https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n    return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n  return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat snoise(vec3 v)\n{\n  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;\n  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n  vec3 i  = floor(v + dot(v, C.yyy) );\n  vec3 x0 =   v - i + dot(i, C.xxx) ;\n\n// Other corners\n  vec3 g = step(x0.yzx, x0.xyz);\n  vec3 l = 1.0 - g;\n  vec3 i1 = min( g.xyz, l.zxy );\n  vec3 i2 = max( g.xyz, l.zxy );\n\n  //   x0 = x0 - 0.0 + 0.0 * C.xxx;\n  //   x1 = x0 - i1  + 1.0 * C.xxx;\n  //   x2 = x0 - i2  + 2.0 * C.xxx;\n  //   x3 = x0 - 1.0 + 3.0 * C.xxx;\n  vec3 x1 = x0 - i1 + C.xxx;\n  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n  i = mod289(i);\n  vec4 p = permute( permute( permute(\n            i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n          + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n          + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n  float n_ = 0.142857142857; // 1.0/7.0\n  vec3  ns = n_ * D.wyz - D.xzx;\n\n  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)\n\n  vec4 x_ = floor(j * ns.z);\n  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)\n\n  vec4 x = x_ *ns.x + ns.yyyy;\n  vec4 y = y_ *ns.x + ns.yyyy;\n  vec4 h = 1.0 - abs(x) - abs(y);\n\n  vec4 b0 = vec4( x.xy, y.xy );\n  vec4 b1 = vec4( x.zw, y.zw );\n\n  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n  vec4 s0 = floor(b0)*2.0 + 1.0;\n  vec4 s1 = floor(b1)*2.0 + 1.0;\n  vec4 sh = -step(h, vec4(0.0));\n\n  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n  vec3 p0 = vec3(a0.xy,h.x);\n  vec3 p1 = vec3(a0.zw,h.y);\n  vec3 p2 = vec3(a1.xy,h.z);\n  vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n  p0 *= norm.x;\n  p1 *= norm.y;\n  p2 *= norm.z;\n  p3 *= norm.w;\n\n// Mix final noise value\n  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n  m = m * m;\n  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n                                dot(p2,x2), dot(p3,x3) ) );\n}",blend:"//\n// https://github.com/jamieowen/glsl-blend\n//\n\n// Normal\n\nvec3 blendNormal(vec3 base, vec3 blend) {\n\treturn blend;\n}\n\nvec3 blendNormal(vec3 base, vec3 blend, float opacity) {\n\treturn (blendNormal(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Screen\n\nfloat blendScreen(float base, float blend) {\n\treturn 1.0-((1.0-base)*(1.0-blend));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend) {\n\treturn vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n\treturn (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Multiply\n\nvec3 blendMultiply(vec3 base, vec3 blend) {\n\treturn base*blend;\n}\n\nvec3 blendMultiply(vec3 base, vec3 blend, float opacity) {\n\treturn (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Overlay\n\nfloat blendOverlay(float base, float blend) {\n\treturn base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend) {\n\treturn vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend, float opacity) {\n\treturn (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Hard light\n\nvec3 blendHardLight(vec3 base, vec3 blend) {\n\treturn blendOverlay(blend,base);\n}\n\nvec3 blendHardLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Soft light\n\nfloat blendSoftLight(float base, float blend) {\n\treturn (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend) {\n\treturn vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color dodge\n\nfloat blendColorDodge(float base, float blend) {\n\treturn (blend==1.0)?blend:min(base/(1.0-blend),1.0);\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend) {\n\treturn vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color burn\n\nfloat blendColorBurn(float base, float blend) {\n\treturn (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend) {\n\treturn vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Vivid Light\n\nfloat blendVividLight(float base, float blend) {\n\treturn (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend) {\n\treturn vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Lighten\n\nfloat blendLighten(float base, float blend) {\n\treturn max(blend,base);\n}\n\nvec3 blendLighten(vec3 base, vec3 blend) {\n\treturn vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));\n}\n\nvec3 blendLighten(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLighten(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear burn\n\nfloat blendLinearBurn(float base, float blend) {\n\t// Note : Same implementation as BlendSubtractf\n\treturn max(base+blend-1.0,0.0);\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendSubtract\n\treturn max(base+blend-vec3(1.0),vec3(0.0));\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear dodge\n\nfloat blendLinearDodge(float base, float blend) {\n\t// Note : Same implementation as BlendAddf\n\treturn min(base+blend,1.0);\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendAdd\n\treturn min(base+blend,vec3(1.0));\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear light\n\nfloat blendLinearLight(float base, float blend) {\n\treturn blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend) {\n\treturn vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity));\n}",fragment:"varying vec3 v_color;\n\nvoid main() {\n  vec3 color = v_color;\n  if (u_darken_top == 1.0) {\n    vec2 st = gl_FragCoord.xy/resolution.xy;\n    color.g -= pow(st.y + sin(-12.0) * st.x, u_shadow_power) * 0.4;\n  }\n  gl_FragColor = vec4(color, 1.0);\n}"},this.conf={presetName:"",wireframe:!1,density:[.06,.16],zoom:1,rotation:0,playing:!0},document.querySelectorAll("canvas").length<1?(console.log("DID NOT LOAD FLUID CANVAS"),e.next=14):e.next=6;break;case 6:return this.minigl=new MiniGl(this.el,null,null,!0),requestAnimationFrame(function(){t.el&&(t.computedCanvasStyle=getComputedStyle(t.el),t.waitForCssVars())}),e.next=10,s.create(.1,!1);case 10:this.scrollObserver=e.sent,this.scrollObserver.observe(this.el),this.scrollObserver.onSeparate(function(){window.removeEventListener("scroll",t.handleScroll),window.removeEventListener("mousedown",t.handleMouseDown),window.removeEventListener("mouseup",t.handleMouseUp),window.removeEventListener("keydown",t.handleKeyDown),t.isIntersecting=!1,t.conf.playing&&t.pause()}),this.scrollObserver.onIntersect(function(){window.addEventListener("scroll",t.handleScroll),window.addEventListener("mousedown",t.handleMouseDown),window.addEventListener("mouseup",t.handleMouseUp),window.addEventListener("keydown",t.handleKeyDown),t.isIntersecting=!0,t.addIsLoadedClass(),t.play()});case 14:case"end":return e.stop()}},e,this)})),function(){return t.apply(this,arguments)})},{key:"disconnect",value:function(){this.scrollObserver&&(window.removeEventListener("scroll",this.handleScroll),window.removeEventListener("mousedown",this.handleMouseDown),window.removeEventListener("mouseup",this.handleMouseUp),window.removeEventListener("keydown",this.handleKeyDown),this.scrollObserver.disconnect()),window.removeEventListener("resize",this.resize)}},{key:"initMaterial",value:function(){this.uniforms={u_time:new this.minigl.Uniform({value:0}),u_shadow_power:new this.minigl.Uniform({value:5}),u_darken_top:new this.minigl.Uniform({value:""===this.el.dataset.jsDarkenTop?1:0}),u_active_colors:new this.minigl.Uniform({value:this.activeColors,type:"vec4"}),u_global:new this.minigl.Uniform({value:{noiseFreq:new this.minigl.Uniform({value:[this.freqX,this.freqY],type:"vec2"}),noiseSpeed:new this.minigl.Uniform({value:5e-6})},type:"struct"}),u_vertDeform:new this.minigl.Uniform({value:{incline:new this.minigl.Uniform({value:Math.sin(this.angle)/Math.cos(this.angle)}),offsetTop:new this.minigl.Uniform({value:-.5}),offsetBottom:new this.minigl.Uniform({value:-.5}),noiseFreq:new this.minigl.Uniform({value:[3,4],type:"vec2"}),noiseAmp:new this.minigl.Uniform({value:this.amp}),noiseSpeed:new this.minigl.Uniform({value:10}),noiseFlow:new this.minigl.Uniform({value:3}),noiseSeed:new this.minigl.Uniform({value:this.seed})},type:"struct",excludeFrom:"fragment"}),u_baseColor:new this.minigl.Uniform({value:this.sectionColors[0],type:"vec3",excludeFrom:"fragment"}),u_waveLayers:new this.minigl.Uniform({value:[],excludeFrom:"fragment",type:"array"})};for(var e=1;e<this.sectionColors.length;e+=1)this.uniforms.u_waveLayers.value.push(new this.minigl.Uniform({value:{color:new this.minigl.Uniform({value:this.sectionColors[e],type:"vec3"}),noiseFreq:new this.minigl.Uniform({value:[2+e/this.sectionColors.length,3+e/this.sectionColors.length],type:"vec2"}),noiseSpeed:new this.minigl.Uniform({value:11+.3*e}),noiseFlow:new this.minigl.Uniform({value:6.5+.3*e}),noiseSeed:new this.minigl.Uniform({value:this.seed+10*e}),noiseFloor:new this.minigl.Uniform({value:.1}),noiseCeil:new this.minigl.Uniform({value:.63+.07*e})},type:"struct"}));return this.vertexShader=[this.shaderFiles.noise,this.shaderFiles.blend,this.shaderFiles.vertex].join("\n\n"),new this.minigl.Material(this.vertexShader,this.shaderFiles.fragment,this.uniforms)}},{key:"initMesh",value:function(){this.material=this.initMaterial(),this.geometry=new this.minigl.PlaneGeometry,this.mesh=new this.minigl.Mesh(this.geometry,this.material)}},{key:"shouldSkipFrame",value:function(e){return!!window.document.hidden||!this.conf.playing||parseInt(e,10)%2==0||void 0}},{key:"updateFrequency",value:function(e){this.freqX+=e,this.freqY+=e}},{key:"toggleColor",value:function(e){this.activeColors[e]=0===this.activeColors[e]?1:0}},{key:"showGradientLegend",value:function(){this.width>this.minWidth&&(this.isGradientLegendVisible=!0,document.body.classList.add("isGradientLegendVisible"))}},{key:"hideGradientLegend",value:function(){this.isGradientLegendVisible=!1,document.body.classList.remove("isGradientLegendVisible")}},{key:"init",value:function(){this.initGradientColors(),this.initMesh(),this.resize(),requestAnimationFrame(this.animate),window.addEventListener("resize",this.resize)}},{key:"waitForCssVars",value:function(){var e=this;this.computedCanvasStyle&&-1!==this.computedCanvasStyle.getPropertyValue("--ui-fluid-1").indexOf("#")?(this.init(),this.addIsLoadedClass()):(this.cssVarRetries+=1,this.cssVarRetries>this.maxCssVarRetries?(this.sectionColors=[16711680,16711680,16711935,65280,255],this.init()):requestAnimationFrame(function(){return e.waitForCssVars()}))}},{key:"initGradientColors",value:function(){var n=this;this.sectionColors=["--ui-fluid-1","--ui-fluid-2","--ui-fluid-3","--ui-fluid-4"].map(function(e){var t,e=n.computedCanvasStyle.getPropertyValue(e).trim();return 4===e.length&&(t=e.substr(1).split("").map(function(e){return e+e}).join(""),e="#".concat(t)),e&&"0x".concat(e.substr(1))}).filter(Boolean).map(normalizeColor)}}]);var t})(),r=(()=>_createClass(function t(n){var r=this,i=n.threshold,o=n.requireThreshold,a=n.onlyOnce,s=n.rootMargin,n=n.root;_classCallCheck(this,t),e(this,"__intersectHandlers",[]),e(this,"__separateHandlers",[]),e(this,"__observer",void 0),this.__observer=new IntersectionObserver(function(t){!o||t[0].intersectionRatio>=i?(r.__intersectHandlers.forEach(function(e){e(t)}),a&&r.disconnect()):r.__separateHandlers.forEach(function(e){e(t)})},{threshold:i,rootMargin:s,root:n})},[{key:"observe",value:function(e){this.__observer.observe(e)}},{key:"onIntersect",value:function(e){this.__intersectHandlers.push(e)}},{key:"onSeparate",value:function(e){this.__separateHandlers.push(e)}},{key:"disconnect",value:function(){this.__observer.disconnect()}}]))(),s={create:function(){var t=0<arguments.length&&void 0!==arguments[0]?arguments[0]:1,n=1<arguments.length&&void 0!==arguments[1]&&arguments[1],i=!(2<arguments.length&&void 0!==arguments[2])||arguments[2],o=3<arguments.length&&void 0!==arguments[3]?arguments[3]:"0px 0px 0px 0px",a=4<arguments.length&&void 0!==arguments[4]?arguments[4]:null;return new Promise(function(e){e(new r({threshold:t,requireThreshold:i,onlyOnce:n,rootMargin:o,root:a}))})}};window.addEventListener("DOMContentLoaded",function(){var t=(()=>{function e(){return _classCallCheck(this,e),_callSuper(this,e,arguments)}return _inherits(e,elementorModules.frontend.handlers.Base),_createClass(e,[{key:"bindEvents",value:function(){"yes"===this.getElementSettings("section_fluid_on")&&this.Init()}},{key:"onElementChange",value:function(e){var t="yes"===this.getElementSettings("section_fluid_on");0<=e.indexOf("fluid")&&t&&this.Init()}},{key:"Init",value:function(){this.$element.find(".ui-e-fluid-canvas").remove();var e=Math.floor(1e3+9e3*Math.random());0<=this.$element.attr("class").indexOf("ui-fluid-animation-6")?(this.$element.prepend("<canvas class='ui-e-fluid-canvas' id='ui-fluid-canvas-"+e+"' data-transition-in />"),(new Gradient).initGradient("#ui-fluid-canvas-"+e)):this.$element.prepend('<div class="ui-fluid-gradient-wrapper ui-e-fluid-canvas"><div class="ui-fluid-gradient"></div></div>')}}])})();jQuery(window).on("elementor/frontend/init",function(){function e(e){elementorFrontend.elementsHandler.addHandler(t,{$element:e})}elementorFrontend.hooks.addAction("frontend/element_ready/section",e),elementorFrontend.hooks.addAction("frontend/element_ready/container",e)})},!1);

Spamworldpro Mini