{"id":709,"date":"2024-01-02T04:53:14","date_gmt":"2024-01-02T04:53:14","guid":{"rendered":"https:\/\/themexriver.com\/wp\/arktec\/?page_id=709"},"modified":"2026-04-04T22:46:49","modified_gmt":"2026-04-04T22:46:49","slug":"portfolio","status":"publish","type":"page","link":"https:\/\/gsap2.noxavo.com\/?page_id=709","title":{"rendered":"Portfolio"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"709\" class=\"elementor elementor-709\" data-elementor-post-type=\"page\">\n\t\t\t\t\t\t<section class=\"elementor-section elementor-top-section elementor-element elementor-element-f958517 elementor-section-full_width elementor-section-height-default elementor-section-height-default\" data-id=\"f958517\" data-element_type=\"section\" data-e-type=\"section\" data-settings=\"{&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-no\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-100 elementor-top-column elementor-element elementor-element-8432335\" data-id=\"8432335\" data-element_type=\"column\" data-e-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-cb00576 elementor-widget elementor-widget-archid-portfolio\" data-id=\"cb00576\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"archid-portfolio.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t        <div class=\"ar-portfolio-item d-flex flex-row-reverse\">\n            <div class=\"portfolio-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                        <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port1.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port1.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/img-bg.jpg\" alt=\"\">\n                    <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n            <div class=\"portfolio-text headline pera-content\">\n                <h3><a href=\"#\">ICI Common wealth Avenue<\/a><\/h3>\n                <p>We are always open to an obligation-free, initial online meeting via Skype or Zoom, just to explore the potential and show you we are the right agency for your next project.<\/p>\n                                <div class=\"portfolio-info ul-li-block\">\n                    <ul>\n                                                    <li><span>Owner:<\/span>Roosen Daal<\/li>\n                                                    <li><span>Location:<\/span>Aanwas 35, 4704 SC<\/li>\n                                                    <li><span>Phone:<\/span>085 021 11 21<\/li>\n                                            <\/ul>\n                <\/div>\n                                                <div class=\"ar-btn-1\">\n                    <a href=\"#\">View more <i class=\"fas fa-eye\"><\/i><\/a>\n                <\/div>\n                            <\/div>\n        <\/div>\n        <script id=\"vs\" type=\"x-shader\/x-vertex\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        \/\/ those are the mandatory attributes that the lib sets\n        attribute vec3 aVertexPosition;\n        attribute vec2 aTextureCoord;\n\n        \/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n        uniform mat4 uMVMatrix;\n        uniform mat4 uPMatrix;\n\n        uniform mat4 texture0Matrix;\n        uniform mat4 texture1Matrix;\n        uniform mat4 mapMatrix;\n\n        \/\/ if you want to pass your vertex and texture coords to the fragment shader\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        void main() {\n            vec3 vertexPosition = aVertexPosition;\n\n            gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n            \/\/ set the varyings\n            vTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vVertexPosition = vertexPosition;\n        }\n    <\/script>\n    <script id=\"fs\" type=\"x-shader\/x-fragment\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        #define PI2 6.28318530718\n        #define PI 3.14159265359\n        #define S(a,b,n) smoothstep(a,b,n)\n\n        uniform float uTime;\n        uniform float uProgress;\n        uniform vec2 uReso;\n        uniform vec2 uMouse;\n\n        \/\/ get our varyings\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        \/\/ the uniform we declared inside our javascript\n\n        \/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n        uniform sampler2D texture0;\n        uniform sampler2D texture1;\n        uniform sampler2D map;\n\n        \/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n        float exponentialEasing (float x, float a){\n\n            float epsilon = 0.00001;\n            float min_param_a = 0.0 + epsilon;\n            float max_param_a = 1.0 - epsilon;\n            a = max(min_param_a, min(max_param_a, a));\n\n            if (a < 0.5){\n                \/\/ emphasis\n                a = 2.0 * a;\n                float y = pow(x, a);\n                return y;\n            } else {\n                \/\/ de-emphasis\n                a = 2.0 * (a-0.5);\n                float y = pow(x, 1.0 \/ (1.-a));\n                return y;\n            }\n        }\n\n        vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n            vec4 color = vec4(0.0);\n            vec2 off1 = vec2(1.411764705882353) * direction;\n            vec2 off2 = vec2(3.2941176470588234) * direction;\n            vec2 off3 = vec2(5.176470588235294) * direction;\n            color += texture2D(image, uv) * 0.1964825501511404;\n            color += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n            color += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n            return color;\n        }\n\n        void main(){\n            vec2 uv0 = vTextureCoord0;\n            vec2 uv1 = vTextureCoord1;\n\n            float progress0 = uProgress;\n            float progress1 = 1. - uProgress;\n\n            vec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n            uv0.x += progress0 * map.r;\n            uv1.x -= progress1 * map.r;\n\n            vec4 color = texture2D( texture0, uv0 );\n            vec4 color1 = texture2D( texture1, uv1 );\n\n            gl_FragColor = mix(color, color1, progress0 );          \n        }\n    <\/script>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-a15ca1d elementor-widget elementor-widget-archid-portfolio\" data-id=\"a15ca1d\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"archid-portfolio.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t        <div class=\"ar-portfolio-item d-flex \">\n            <div class=\"portfolio-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                        <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port1.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port1.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/img-bg.jpg\" alt=\"\">\n                    <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n            <div class=\"portfolio-text headline pera-content\">\n                <h3><a href=\"#\">ICI Common wealth Avenue<\/a><\/h3>\n                <p>We are always open to an obligation-free, initial online meeting via Skype or Zoom, just to explore the potential and show you we are the right agency for your next project.<\/p>\n                                <div class=\"portfolio-info ul-li-block\">\n                    <ul>\n                                                    <li><span>Owner:<\/span>Roosen Daal<\/li>\n                                                    <li><span>Location:<\/span>Aanwas 35, 4704 SC<\/li>\n                                                    <li><span>Phone:<\/span>085 021 11 21<\/li>\n                                            <\/ul>\n                <\/div>\n                                                <div class=\"ar-btn-1\">\n                    <a href=\"#\">View more <i class=\"fas fa-eye\"><\/i><\/a>\n                <\/div>\n                            <\/div>\n        <\/div>\n        <script id=\"vs\" type=\"x-shader\/x-vertex\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        \/\/ those are the mandatory attributes that the lib sets\n        attribute vec3 aVertexPosition;\n        attribute vec2 aTextureCoord;\n\n        \/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n        uniform mat4 uMVMatrix;\n        uniform mat4 uPMatrix;\n\n        uniform mat4 texture0Matrix;\n        uniform mat4 texture1Matrix;\n        uniform mat4 mapMatrix;\n\n        \/\/ if you want to pass your vertex and texture coords to the fragment shader\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        void main() {\n            vec3 vertexPosition = aVertexPosition;\n\n            gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n            \/\/ set the varyings\n            vTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vVertexPosition = vertexPosition;\n        }\n    <\/script>\n    <script id=\"fs\" type=\"x-shader\/x-fragment\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        #define PI2 6.28318530718\n        #define PI 3.14159265359\n        #define S(a,b,n) smoothstep(a,b,n)\n\n        uniform float uTime;\n        uniform float uProgress;\n        uniform vec2 uReso;\n        uniform vec2 uMouse;\n\n        \/\/ get our varyings\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        \/\/ the uniform we declared inside our javascript\n\n        \/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n        uniform sampler2D texture0;\n        uniform sampler2D texture1;\n        uniform sampler2D map;\n\n        \/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n        float exponentialEasing (float x, float a){\n\n            float epsilon = 0.00001;\n            float min_param_a = 0.0 + epsilon;\n            float max_param_a = 1.0 - epsilon;\n            a = max(min_param_a, min(max_param_a, a));\n\n            if (a < 0.5){\n                \/\/ emphasis\n                a = 2.0 * a;\n                float y = pow(x, a);\n                return y;\n            } else {\n                \/\/ de-emphasis\n                a = 2.0 * (a-0.5);\n                float y = pow(x, 1.0 \/ (1.-a));\n                return y;\n            }\n        }\n\n        vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n            vec4 color = vec4(0.0);\n            vec2 off1 = vec2(1.411764705882353) * direction;\n            vec2 off2 = vec2(3.2941176470588234) * direction;\n            vec2 off3 = vec2(5.176470588235294) * direction;\n            color += texture2D(image, uv) * 0.1964825501511404;\n            color += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n            color += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n            return color;\n        }\n\n        void main(){\n            vec2 uv0 = vTextureCoord0;\n            vec2 uv1 = vTextureCoord1;\n\n            float progress0 = uProgress;\n            float progress1 = 1. - uProgress;\n\n            vec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n            uv0.x += progress0 * map.r;\n            uv1.x -= progress1 * map.r;\n\n            vec4 color = texture2D( texture0, uv0 );\n            vec4 color1 = texture2D( texture1, uv1 );\n\n            gl_FragColor = mix(color, color1, progress0 );          \n        }\n    <\/script>\n\t\t\t\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-c7dc458 elementor-section-full_width elementor-section-height-default elementor-section-height-default\" data-id=\"c7dc458\" data-element_type=\"section\" data-e-type=\"section\">\n\t\t\t\t\t\t<div class=\"elementor-container elementor-column-gap-no\">\n\t\t\t\t\t<div class=\"elementor-column elementor-col-100 elementor-top-column elementor-element elementor-element-e3758f0\" data-id=\"e3758f0\" data-element_type=\"column\" data-e-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-b92d491 elementor-widget elementor-widget-archid-portfolio\" data-id=\"b92d491\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"archid-portfolio.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t        <div class=\"ar-portfolio-item d-flex flex-row-reverse\">\n            <div class=\"portfolio-img\">\n                <div class=\"project_img\">\n                    <div class=\"hover_area\">\n                        <img decoding=\"async\" data-sampler=\"texture0\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port2.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"texture1\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/port2.jpg\" alt=\"\">\n                        <img decoding=\"async\" data-sampler=\"map\"  src=\"https:\/\/gsap2.noxavo.com\/wp-content\/uploads\/2023\/12\/img-bg.jpg\" alt=\"\">\n                    <\/div>\n                    <div class=\"canvas\"><\/div>\n                <\/div>\n            <\/div>\n            <div class=\"portfolio-text headline pera-content\">\n                <h3><a href=\"#\">ICI Common wealth Avenue<\/a><\/h3>\n                <p>We are always open to an obligation-free, initial online meeting via Skype or Zoom, just to explore the potential and show you we are the right agency for your next project.<\/p>\n                                <div class=\"portfolio-info ul-li-block\">\n                    <ul>\n                                                    <li><span>Owner:<\/span>Roosen Daal<\/li>\n                                                    <li><span>Location:<\/span>Aanwas 35, 4704 SC<\/li>\n                                                    <li><span>Phone:<\/span>085 021 11 21<\/li>\n                                            <\/ul>\n                <\/div>\n                                                <div class=\"ar-btn-1\">\n                    <a href=\"#\">View more <i class=\"fas fa-eye\"><\/i><\/a>\n                <\/div>\n                            <\/div>\n        <\/div>\n        <script id=\"vs\" type=\"x-shader\/x-vertex\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        \/\/ those are the mandatory attributes that the lib sets\n        attribute vec3 aVertexPosition;\n        attribute vec2 aTextureCoord;\n\n        \/\/ those are mandatory uniforms that the lib sets and that contain our model view and projection matrix\n        uniform mat4 uMVMatrix;\n        uniform mat4 uPMatrix;\n\n        uniform mat4 texture0Matrix;\n        uniform mat4 texture1Matrix;\n        uniform mat4 mapMatrix;\n\n        \/\/ if you want to pass your vertex and texture coords to the fragment shader\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        void main() {\n            vec3 vertexPosition = aVertexPosition;\n\n            gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0);\n\n            \/\/ set the varyings\n            vTextureCoord0 = (texture0Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoord1 = (texture1Matrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vTextureCoordMap = (mapMatrix * vec4(aTextureCoord, 0., 1.)).xy;\n            vVertexPosition = vertexPosition;\n        }\n    <\/script>\n    <script id=\"fs\" type=\"x-shader\/x-fragment\">\n        #ifdef GL_ES\n        precision mediump float;\n        #endif\n\n        #define PI2 6.28318530718\n        #define PI 3.14159265359\n        #define S(a,b,n) smoothstep(a,b,n)\n\n        uniform float uTime;\n        uniform float uProgress;\n        uniform vec2 uReso;\n        uniform vec2 uMouse;\n\n        \/\/ get our varyings\n        varying vec3 vVertexPosition;\n        varying vec2 vTextureCoord0;\n        varying vec2 vTextureCoord1;\n        varying vec2 vTextureCoordMap;\n\n        \/\/ the uniform we declared inside our javascript\n\n        \/\/ our texture sampler (default name, to use a different name please refer to the documentation)\n        uniform sampler2D texture0;\n        uniform sampler2D texture1;\n        uniform sampler2D map;\n\n        \/\/ http:\/\/www.flong.com\/texts\/code\/shapers_exp\/\n        float exponentialEasing (float x, float a){\n\n            float epsilon = 0.00001;\n            float min_param_a = 0.0 + epsilon;\n            float max_param_a = 1.0 - epsilon;\n            a = max(min_param_a, min(max_param_a, a));\n\n            if (a < 0.5){\n                \/\/ emphasis\n                a = 2.0 * a;\n                float y = pow(x, a);\n                return y;\n            } else {\n                \/\/ de-emphasis\n                a = 2.0 * (a-0.5);\n                float y = pow(x, 1.0 \/ (1.-a));\n                return y;\n            }\n        }\n\n        vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n            vec4 color = vec4(0.0);\n            vec2 off1 = vec2(1.411764705882353) * direction;\n            vec2 off2 = vec2(3.2941176470588234) * direction;\n            vec2 off3 = vec2(5.176470588235294) * direction;\n            color += texture2D(image, uv) * 0.1964825501511404;\n            color += texture2D(image, uv + (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv - (off1 \/ resolution)) * 0.2969069646728344;\n            color += texture2D(image, uv + (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv - (off2 \/ resolution)) * 0.09447039785044732;\n            color += texture2D(image, uv + (off3 \/ resolution)) * 0.010381362401148057;\n            color += texture2D(image, uv - (off3 \/ resolution)) * 0.010381362401148057;\n            return color;\n        }\n\n        void main(){\n            vec2 uv0 = vTextureCoord0;\n            vec2 uv1 = vTextureCoord1;\n\n            float progress0 = uProgress;\n            float progress1 = 1. - uProgress;\n\n            vec4 map = blur13(map, vTextureCoordMap, uReso, vec2(2.)) + 0.5;\n\n            uv0.x += progress0 * map.r;\n            uv1.x -= progress1 * map.r;\n\n            vec4 color = texture2D( texture0, uv0 );\n            vec4 color1 = texture2D( texture1, uv1 );\n\n            gl_FragColor = mix(color, color1, progress0 );          \n        }\n    <\/script>\n\t\t\t\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>ICI Common wealth Avenue We are always open to an obligation-free, initial online meeting via Skype or Zoom, just to explore the potential and show you we are the right agency for your next project. Owner:Roosen Daal Location:Aanwas 35, 4704 SC Phone:085 021 11 21 View more ICI Common wealth Avenue We are always open [&hellip;]<\/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-709","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/pages\/709","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=709"}],"version-history":[{"count":1,"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/pages\/709\/revisions"}],"predecessor-version":[{"id":3265,"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=\/wp\/v2\/pages\/709\/revisions\/3265"}],"wp:attachment":[{"href":"https:\/\/gsap2.noxavo.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=709"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}