{"id":2166,"date":"2024-09-18T09:39:07","date_gmt":"2024-09-18T09:39:07","guid":{"rendered":"https:\/\/themexriver.com\/wp\/artisticx\/?page_id=2166"},"modified":"2024-11-18T07:13:58","modified_gmt":"2024-11-18T07:13:58","slug":"portfolio-2","status":"publish","type":"page","link":"https:\/\/www.meikaisound.com\/?page_id=2166","title":{"rendered":"Portfolio 2"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"2166\" class=\"elementor elementor-2166\">\n\t\t\t\t\t\t<section class=\"elementor-section elementor-top-section elementor-element elementor-element-f75660c elementor-section-boxed elementor-section-height-default elementor-section-height-default\" data-id=\"f75660c\" data-element_type=\"section\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-default\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-100 elementor-top-column elementor-element elementor-element-4662fab\" data-id=\"4662fab\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-1c50fcf elementor-widget elementor-widget-art-s-heading\" data-id=\"1c50fcf\" data-element_type=\"widget\" data-widget_type=\"art-s-heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"art-section-title headline\">\n    <h1 class=\"elementor-gt-heading sec_title tx-split-text split-in-right\">We find a unique solution <br \/>\nfor each project.<\/h1><\/div>\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/section>\n\t\t\t\t<section class=\"elementor-section elementor-top-section elementor-element elementor-element-059565d elementor-section-boxed elementor-section-height-default elementor-section-height-default\" data-id=\"059565d\" data-element_type=\"section\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-default\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-125f19e\" data-id=\"125f19e\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-35ab07e elementor-widget elementor-widget-art-projects-two\" data-id=\"35ab07e\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/por-2.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/por-2.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Design<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-d875f5c\" data-id=\"d875f5c\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-8f6d99a elementor-widget elementor-widget-art-projects-two\" data-id=\"8f6d99a\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj-1.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj-1.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-7dc4642\" data-id=\"7dc4642\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-8ccc0da elementor-widget elementor-widget-art-projects-two\" data-id=\"8ccc0da\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj3.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj3.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Design<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/section>\n\t\t\t\t<section class=\"elementor-section elementor-top-section elementor-element elementor-element-98aeaaf elementor-section-boxed elementor-section-height-default elementor-section-height-default\" data-id=\"98aeaaf\" data-element_type=\"section\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-default\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-834a371\" data-id=\"834a371\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-a2018f7 elementor-widget elementor-widget-art-projects-two\" data-id=\"a2018f7\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/por-2.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/por-2.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Design<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-b0ed1b2\" data-id=\"b0ed1b2\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-3b22905 elementor-widget elementor-widget-art-projects-two\" data-id=\"3b22905\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj-1.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj-1.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t<div class=\"elementor-column elementor-col-33 elementor-top-column elementor-element elementor-element-b769047\" data-id=\"b769047\" data-element_type=\"column\">\n\t\t\t<div class=\"elementor-widget-wrap elementor-element-populated\">\n\t\t\t\t\t\t<div class=\"elementor-element elementor-element-5a1b7da elementor-widget elementor-widget-art-projects-two\" data-id=\"5a1b7da\" data-element_type=\"widget\" data-widget_type=\"art-projects-two.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t<div class=\"wow fadeInUp\"  data-wow-delay=\"200ms\" data-wow-duration=\"1000ms\">\n    <div class=\"art-project-item-2 position-relative\">\n        <a >\n            <div class=\"item-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                                                    <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj3.webp\" alt=\"\">\n                            <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/proj3.webp\" alt=\"\">\n                                                                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/themexriver.com\/wp\/artisticx\/wp-content\/uploads\/2024\/08\/img-bg.webp\" alt=\"\">\n                                            <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n        <\/a>\n        <div class=\"art-pro-tag text-uppercase\">\n                            <a target=\"_self\" rel=\"\" href=\"#\">Consulting<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Community<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Communications<\/a>\n                            <a target=\"_self\" rel=\"\" href=\"#\">Design<\/a>\n                    <\/div>\n    <\/div>\n<\/div>\n<script id=\"vs\" type=\"x-shader\/x-vertex\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t\/\/ those are the mandatory attributes that the lib sets\n\t\tattribute vec3 aVertexPosition;\n\t\tattribute vec2 aTextureCoord;\n\n\t\t\/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n\t\tuniform mat4 uMVMatrix;\n\t\tuniform mat4 uPMatrix;\n\n\t\tuniform mat4 texture0Matrix;\n\t\tuniform mat4 texture1Matrix;\n\t\tuniform mat4 mapMatrix;\n\n\t\t\/\/ if you want to pass your vertex and texture coords to the fragment shader\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\tvoid main() {\n\t\t\tvec3 vertexPosition = aVertexPosition;\n\n\t\t\tgl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n\t\t\t\/\/ set the varyings\n\t\t\tvTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n\t\t\tvVertexPosition = vertexPosition;\n\t\t}\n\t<\/script>\n<script id=\"fs\" type=\"x-shader\/x-fragment\">\n\t\t#ifdef GL_ES\n\t\tprecision mediump float;\n\t\t#endif\n\n\t\t#define PI2 6.28318530718\n\t\t#define PI 3.14159265359\n\t\t#define S(a,b,n) smoothstep(a,b,n)\n\n\t\tuniform float uTime;\n\t\tuniform float uProgress;\n\t\tuniform vec2 uReso;\n\t\tuniform vec2 uMouse;\n\n\t\t\/\/ get our varyings\n\t\tvarying vec3 vVertexPosition;\n\t\tvarying vec2 vTextureCoord0;\n\t\tvarying vec2 vTextureCoord1;\n\t\tvarying vec2 vTextureCoordMap;\n\n\t\t\/\/ the uniform we declared inside our javascript\n\n\t\t\/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n\t\tuniform sampler2D texture0;\n\t\tuniform sampler2D texture1;\n\t\tuniform sampler2D map;\n\n\t\t\/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n\t\tfloat exponentialEasing (float x, float a){\n\n\t\t\tfloat epsilon = 0.00001;\n\t\t\tfloat min_param_a = 0.0 + epsilon;\n\t\t\tfloat max_param_a = 1.0 - epsilon;\n\t\t\ta = max(min_param_a, min(max_param_a, a));\n\n\t\t\tif (a < 0.5){\n\t\t\t\t\/\/ emphasis\n\t\t\t\ta = 2.0 * a;\n\t\t\t\tfloat y = pow(x, a);\n\t\t\t\treturn y;\n\t\t\t} else {\n\t\t\t\t\/\/ de-emphasis\n\t\t\t\ta = 2.0 * (a-0.5);\n\t\t\t\tfloat y = pow(x, 1.0 \/ (1.-a));\n\t\t\t\treturn y;\n\t\t\t}\n\t\t}\n\n\t\tvec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n\t\t\tvec4 color = vec4(0.0);\n\t\t\tvec2 off1 = vec2(1.411764705882353) * direction;\n\t\t\tvec2 off2 = vec2(3.2941176470588234) * direction;\n\t\t\tvec2 off3 = vec2(5.176470588235294) * direction;\n\t\t\tcolor += texture2D(image, uv) * 0.1964825501511404;\n\t\t\tcolor += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n\t\t\tcolor += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n\t\t\tcolor += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\tcolor += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n\t\t\treturn color;\n\t\t}\n\n\t\tvoid main(){\n\t\t\tvec2 uv0 = vTextureCoord0;\n\t\t\tvec2 uv1 = vTextureCoord1;\n\n\t\t\tfloat progress0 = uProgress;\n\t\t\tfloat progress1 = 1. - uProgress;\n\n\t\t\tvec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n\t\t\tuv0.x += progress0 * map.r;\n\t\t\tuv1.x -= progress1 * map.r;\n\n\t\t\tvec4 color = texture2D( texture0, uv0 );\n\t\t\tvec4 color1 = texture2D( texture1, uv1 );\n\n\t\t\tgl_FragColor = mix(color, color1, progress0 );          \n\t\t}\n\t<\/script>\n    \t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t<\/section>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>We find a unique solution for each project. Consulting Community Communications Communications Design Consulting Community Communications Consulting Community Communications Communications Design Consulting Community Communications Communications Design Consulting Community Communications Consulting Community Communications Communications Design<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"elementor_header_footer","meta":{"footnotes":""},"class_list":["post-2166","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/pages\/2166","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2166"}],"version-history":[{"count":1,"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/pages\/2166\/revisions"}],"predecessor-version":[{"id":2959,"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=\/wp\/v2\/pages\/2166\/revisions\/2959"}],"wp:attachment":[{"href":"https:\/\/www.meikaisound.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2166"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}