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https://selisegroup.com/wp-content/cache/min/1/wp-content/themes/s…/view.js?ver=1790688720

js selisegroup.com collected 2026-10-01 10:38:06 UTC 4,679 bytes, 1 lines download raw bytes

1document.addEventListener("DOMContentLoaded",()=>{document.querySelectorAll(".typed__dynamic--text").forEach(e=>{const t=e.dataset.words.split(",").map(e=>e.trim());let r=0,o=0,n=!1;!function i(){const a=t[r];if(n)e.textContent=a.slice(0,o-1),o--,0===o&&(n=!1,r=(r+1)%t.length);else if(e.textContent=a.slice(0,o+1),o++,o===a.length)return n=!0,void setTimeout(i,1500);setTimeout(i,n?60:120)}()}),new Swiper(".playing__cards",{effect:"cards",grabCursor:!0,pagination:{el:".swiper-pagination",clickable:!0}});const e=document.getElementById("v"),t=e.closest("section");let r,o,n,i,a,c,s,l=0,f=!1,d=[],h=[];const g=()=>{const a=t?{width:t.offsetWidth,height:t.offsetHeight}:{width:innerWidth,height:innerHeight};if(r=e.width=a.width,o=e.height=a.height,n){n.viewport(0,0,r,o);const e=0,t=0,a=[2/(r-e),0,0,0,0,2/(t-o),0,0,0,0,-1,0,-(r+e)/(r-e),-(t+o)/(t-o),0,1],c=n.getUniformLocation(i,"projection");n.uniformMatrix4fv(c,!1,a)}!function(){d=[],h=[];let e=0;for(let t=-40;t<o+40;t+=20)for(let n=-40;n<r+40;n+=20){const i=n+r%20/2,a=t+o%20/2;d.push(i,a),h.push(e),e++}}()};function m(){if(!f)return;l+=.004,n.clear(n.COLOR_BUFFER_BIT),n.bindBuffer(n.ARRAY_BUFFER,a),n.bufferData(n.ARRAY_BUFFER,new Float32Array(d),n.STATIC_DRAW);const e=n.getAttribLocation(i,"position");n.enableVertexAttribArray(e),n.vertexAttribPointer(e,2,n.FLOAT,!1,0,0),n.uniform1f(n.getUniformLocation(i,"time"),l),n.uniform1f(n.getUniformLocation(i,"canvasWidth"),r),n.uniform1f(n.getUniformLocation(i,"canvasHeight"),o),n.drawArrays(n.POINTS,0,d.length/2),s=requestAnimationFrame(m)}window.addEventListener("resize",g),t&&"undefined"!=typeof ResizeObserver&&new ResizeObserver(()=>g()).observe(t),g(),function(){try{if(n=e.getContext("webgl2")||e.getContext("webgl"),!n)return console.error("WebGL not supported"),!1;const t="\n                attribute vec2 position;\n                uniform mat4 projection;\n                uniform float time;\n                uniform float canvasWidth;\n                uniform float canvasHeight;\n \n                varying vec3 fragColor;\n                varying float circleRadius;\n \n                void main() {\n                    float posX = position.x;\n                    float posY = position.y;\n \n                    float phase = 0.005 * (0.9 * (canvasWidth - posX) + 1.1 * posY + 500.0 * sin(0.002 * posY)) - time;\n \n                    float offsetY = 100.0 * sin(phase)\n                        + 50.0 * sin(0.007 * (0.3 * posX + 1.5 * posY) + 0.4 * time)\n                        + 30.0 * sin(0.0105 * (1.5 * (canvasWidth - posX) + 0.2 * posY) - 0.7 * time);\n \n                    float circleScale = 180.0 * pow(max(0.0, sin(phase)), 2.5);\n \n                    float screenX = posX + 10.0 * sin(phase) - circleScale;\n                    float screenY = posY + offsetY + 0.5 * circleScale;\n \n                    gl_Position = projection * vec4(screenX, screenY, 0.0, 1.0);\n                    gl_PointSize = 3.0;\n \n                    float colorValue = 150.0 + 0.58 * offsetY;\n                    fragColor = vec3(0.0, floor(colorValue / 2.0) / 255.0, floor(colorValue) / 255.0);\n                    circleRadius = 1.5;\n                }\n            ",r="\n                precision mediump float;\n                varying vec3 fragColor;\n                varying float circleRadius;\n \n                void main() {\n                    vec2 center = vec2(0.5, 0.5);\n                    float dist = distance(gl_PointCoord, center) * 3.0;\n                    float alpha = smoothstep(circleRadius + 0.5, circleRadius - 0.5, dist);\n                    if (alpha < 0.01) discard;\n                    gl_FragColor = vec4(fragColor, alpha);\n                }\n            ",o=n.createShader(n.VERTEX_SHADER);if(n.shaderSource(o,t),n.compileShader(o),!n.getShaderParameter(o,n.COMPILE_STATUS))return console.error("Vertex shader error:",n.getShaderInfoLog(o)),!1;const s=n.createShader(n.FRAGMENT_SHADER);return n.shaderSource(s,r),n.compileShader(s),n.getShaderParameter(s,n.COMPILE_STATUS)?(i=n.createProgram(),n.attachShader(i,o),n.attachShader(i,s),n.linkProgram(i),n.getProgramParameter(i,n.LINK_STATUS)?(n.useProgram(i),a=n.createBuffer(),c=n.createBuffer(),n.enable(n.BLEND),n.blendFunc(n.SRC_ALPHA,n.ONE),n.clearColor(0,0,0,1),!0):(console.error("Program link error:",n.getProgramInfoLog(i)),!1)):(console.error("Fragment shader error:",n.getShaderInfoLog(s)),!1)}catch(e){return console.error("WebGL initialization error:",e),!1}}()?new IntersectionObserver(e=>
1{e.forEach(e=>{e.isIntersecting?f||(f=!0,m()):(f=!1,s&&cancelAnimationFrame(s))})},{threshold:.1}).observe(e):console.error("Failed to initialize WebGL")})

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