{"id":4132,"date":"2025-12-03T12:48:49","date_gmt":"2025-12-03T11:48:49","guid":{"rendered":"https:\/\/prandarto.com\/about-me\/"},"modified":"2026-06-08T17:55:23","modified_gmt":"2026-06-08T15:55:23","slug":"about-me","status":"publish","type":"page","link":"https:\/\/prandarto.com\/en\/about-me\/","title":{"rendered":"About me"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"4132\" class=\"elementor elementor-4132 elementor-142\" data-elementor-settings=\"{&quot;element_pack_global_tooltip_width&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_width_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_width_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:&quot;&quot;,&quot;sizes&quot;:[]},&quot;element_pack_global_tooltip_padding&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_padding_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_padding_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius_tablet&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true},&quot;element_pack_global_tooltip_border_radius_mobile&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;top&quot;:&quot;&quot;,&quot;right&quot;:&quot;&quot;,&quot;bottom&quot;:&quot;&quot;,&quot;left&quot;:&quot;&quot;,&quot;isLinked&quot;:true}}\" data-elementor-post-type=\"page\">\n\t\t\t\t<div class=\"elementor-element elementor-element-45c34cf e-flex e-con-boxed e-con e-parent\" data-id=\"45c34cf\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;position&quot;:&quot;fixed&quot;,&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-3e6b3a1 elementor-widget__width-inherit elementor-absolute gradient-bg elementor-widget elementor-widget-html\" data-id=\"3e6b3a1\" data-element_type=\"widget\" data-e-type=\"widget\" data-settings=\"{&quot;_position&quot;:&quot;absolute&quot;}\" data-widget_type=\"html.default\">\n\t\t\t\t\t\t\t<div class=\"container\">\n  <canvas id=\"gradient-canvas\"><\/canvas>\n<\/div>\n\n<style>\n#gradient-canvas {\n  --gradient-color-1: #bee7f8 !important;\n  --gradient-color-2: #fafafa !important;\n  --gradient-color-3: #fea6ff !important;\n  width: 100% !important;\n  height: 100vh !important;\n  z-index: 0 !important;\n}\n\n<\/style>\n\n<script>\n    \n   \/*\n *   Stripe WebGl Gradient Animation\n *   ScrollObserver functionality to disable animation when not scrolled into view has been disabled and\n *   commented out for now.\n *\/\n\n\/\/Converting colors to proper format\nfunction normalizeColor(hexCode) {\n  return [\n    ((hexCode >> 16) & 255) \/ 255,\n    ((hexCode >> 8) & 255) \/ 255,\n    (255 & hexCode) \/ 255\n  ];\n}\n[\"SCREEN\", \"LINEAR_LIGHT\"].reduce(\n  (hexCode, t, n) =>\n    Object.assign(hexCode, {\n      [t]: n\n    }),\n  {}\n);\n\n\/\/Essential functionality of WebGl\n\/\/t = width\n\/\/n = height\nclass MiniGl {\n  constructor(canvas, width, height, debug = false) {\n    const _miniGl = this,\n      debug_output =\n        -1 !== document.location.search.toLowerCase().indexOf(\"debug=webgl\");\n    (_miniGl.canvas = canvas),\n      (_miniGl.gl = _miniGl.canvas.getContext(\"webgl\", {\n        antialias: true\n      })),\n      (_miniGl.meshes = []);\n    const context = _miniGl.gl;\n    width && height && this.setSize(width, height),\n      _miniGl.lastDebugMsg,\n      (_miniGl.debug =\n        debug && debug_output\n          ? function (e) {\n              const t = new Date();\n              t - _miniGl.lastDebugMsg > 1e3 && console.log(\"---\"),\n                console.log(\n                  t.toLocaleTimeString() +\n                    Array(Math.max(0, 32 - e.length)).join(\" \") +\n                    e +\n                    \": \",\n                  ...Array.from(arguments).slice(1)\n                ),\n                (_miniGl.lastDebugMsg = t);\n            }\n          : () => {}),\n      Object.defineProperties(_miniGl, {\n        Material: {\n          enumerable: false,\n          value: class {\n            constructor(vertexShaders, fragments, uniforms = {}) {\n              const material = this;\n              function getShaderByType(type, source) {\n                const shader = context.createShader(type);\n                return (\n                  context.shaderSource(shader, source),\n                  context.compileShader(shader),\n                  context.getShaderParameter(shader, context.COMPILE_STATUS) ||\n                    console.error(context.getShaderInfoLog(shader)),\n                  _miniGl.debug(\"Material.compileShaderSource\", {\n                    source: source\n                  }),\n                  shader\n                );\n              }\n              function getUniformVariableDeclarations(uniforms, type) {\n                return Object.entries(uniforms)\n                  .map(([uniform, value]) =>\n                    value.getDeclaration(uniform, type)\n                  )\n                  .join(\"\\n\");\n              }\n              (material.uniforms = uniforms), (material.uniformInstances = []);\n\n              const prefix =\n                \"\\n              precision highp float;\\n            \";\n              (material.vertexSource = `\\n              ${prefix}\\n              attribute vec4 position;\\n              attribute vec2 uv;\\n              attribute vec2 uvNorm;\\n              ${getUniformVariableDeclarations(\n                _miniGl.commonUniforms,\n                \"vertex\"\n              )}\\n              ${getUniformVariableDeclarations(\n                uniforms,\n                \"vertex\"\n              )}\\n              ${vertexShaders}\\n            `),\n                (material.Source = `\\n              ${prefix}\\n              ${getUniformVariableDeclarations(\n                  _miniGl.commonUniforms,\n                  \"fragment\"\n                )}\\n              ${getUniformVariableDeclarations(\n                  uniforms,\n                  \"fragment\"\n                )}\\n              ${fragments}\\n            `),\n                (material.vertexShader = getShaderByType(\n                  context.VERTEX_SHADER,\n                  material.vertexSource\n                )),\n                (material.fragmentShader = getShaderByType(\n                  context.FRAGMENT_SHADER,\n                  material.Source\n                )),\n                (material.program = context.createProgram()),\n                context.attachShader(material.program, material.vertexShader),\n                context.attachShader(material.program, material.fragmentShader),\n                context.linkProgram(material.program),\n                context.getProgramParameter(\n                  material.program,\n                  context.LINK_STATUS\n                ) || console.error(context.getProgramInfoLog(material.program)),\n                context.useProgram(material.program),\n                material.attachUniforms(void 0, _miniGl.commonUniforms),\n                material.attachUniforms(void 0, material.uniforms);\n            }\n            \/\/t = uniform\n            attachUniforms(name, uniforms) {\n              \/\/n  = material\n              const material = this;\n              void 0 === name\n                ? Object.entries(uniforms).forEach(([name, uniform]) => {\n                    material.attachUniforms(name, uniform);\n                  })\n                : \"array\" == uniforms.type\n                ? uniforms.value.forEach((uniform, i) =>\n                    material.attachUniforms(`${name}[${i}]`, uniform)\n                  )\n                : \"struct\" == uniforms.type\n                ? Object.entries(uniforms.value).forEach(([uniform, i]) =>\n                    material.attachUniforms(`${name}.${uniform}`, i)\n                  )\n                : (_miniGl.debug(\"Material.attachUniforms\", {\n                    name: name,\n                    uniform: uniforms\n                  }),\n                  material.uniformInstances.push({\n                    uniform: uniforms,\n                    location: context.getUniformLocation(material.program, name)\n                  }));\n            }\n          }\n        },\n        Uniform: {\n          enumerable: !1,\n          value: class {\n            constructor(e) {\n              (this.type = \"float\"), Object.assign(this, e);\n              (this.typeFn =\n                {\n                  float: \"1f\",\n                  int: \"1i\",\n                  vec2: \"2fv\",\n                  vec3: \"3fv\",\n                  vec4: \"4fv\",\n                  mat4: \"Matrix4fv\"\n                }[this.type] || \"1f\"),\n                this.update();\n            }\n            update(value) {\n              void 0 !== this.value &&\n                context[`uniform${this.typeFn}`](\n                  value,\n                  0 === this.typeFn.indexOf(\"Matrix\")\n                    ? this.transpose\n                    : this.value,\n                  0 === this.typeFn.indexOf(\"Matrix\") ? this.value : null\n                );\n            }\n            \/\/e - name\n            \/\/t - type\n            \/\/n - length\n            getDeclaration(name, type, length) {\n              const uniform = this;\n              if (uniform.excludeFrom !== type) {\n                if (\"array\" === uniform.type)\n                  return (\n                    uniform.value[0].getDeclaration(\n                      name,\n                      type,\n                      uniform.value.length\n                    ) + `\\nconst int ${name}_length = ${uniform.value.length};`\n                  );\n                if (\"struct\" === uniform.type) {\n                  let name_no_prefix = name.replace(\"u_\", \"\");\n                  return (\n                    (name_no_prefix =\n                      name_no_prefix.charAt(0).toUpperCase() +\n                      name_no_prefix.slice(1)),\n                    `uniform struct ${name_no_prefix} \n                                {\\n` +\n                      Object.entries(uniform.value)\n                        .map(([name, uniform]) =>\n                          uniform\n                            .getDeclaration(name, type)\n                            .replace(\/^uniform\/, \"\")\n                        )\n                        .join(\"\") +\n                      `\\n} ${name}${length > 0 ? `[${length}]` : \"\"};`\n                  );\n                }\n                return `uniform ${uniform.type} ${name}${\n                  length > 0 ? `[${length}]` : \"\"\n                };`;\n              }\n            }\n          }\n        },\n        PlaneGeometry: {\n          enumerable: !1,\n          value: class {\n            constructor(width, height, n, i, orientation) {\n              context.createBuffer(),\n                (this.attributes = {\n                  position: new _miniGl.Attribute({\n                    target: context.ARRAY_BUFFER,\n                    size: 3\n                  }),\n                  uv: new _miniGl.Attribute({\n                    target: context.ARRAY_BUFFER,\n                    size: 2\n                  }),\n                  uvNorm: new _miniGl.Attribute({\n                    target: context.ARRAY_BUFFER,\n                    size: 2\n                  }),\n                  index: new _miniGl.Attribute({\n                    target: context.ELEMENT_ARRAY_BUFFER,\n                    size: 3,\n                    type: context.UNSIGNED_SHORT\n                  })\n                }),\n                this.setTopology(n, i),\n                this.setSize(width, height, orientation);\n            }\n            setTopology(e = 1, t = 1) {\n              const n = this;\n              (n.xSegCount = e),\n                (n.ySegCount = t),\n                (n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1)),\n                (n.quadCount = n.xSegCount * n.ySegCount * 2),\n                (n.attributes.uv.values = new Float32Array(2 * n.vertexCount)),\n                (n.attributes.uvNorm.values = new Float32Array(\n                  2 * n.vertexCount\n                )),\n                (n.attributes.index.values = new Uint16Array(3 * n.quadCount));\n              for (let e = 0; e <= n.ySegCount; e++)\n                for (let t = 0; t <= n.xSegCount; t++) {\n                  const i = e * (n.xSegCount + 1) + t;\n                  if (\n                    ((n.attributes.uv.values[2 * i] = t \/ n.xSegCount),\n                    (n.attributes.uv.values[2 * i + 1] = 1 - e \/ n.ySegCount),\n                    (n.attributes.uvNorm.values[2 * i] =\n                      (t \/ n.xSegCount) * 2 - 1),\n                    (n.attributes.uvNorm.values[2 * i + 1] =\n                      1 - (e \/ n.ySegCount) * 2),\n                    t < n.xSegCount && e < n.ySegCount)\n                  ) {\n                    const s = e * n.xSegCount + t;\n                    (n.attributes.index.values[6 * s] = i),\n                      (n.attributes.index.values[6 * s + 1] =\n                        i + 1 + n.xSegCount),\n                      (n.attributes.index.values[6 * s + 2] = i + 1),\n                      (n.attributes.index.values[6 * s + 3] = i + 1),\n                      (n.attributes.index.values[6 * s + 4] =\n                        i + 1 + n.xSegCount),\n                      (n.attributes.index.values[6 * s + 5] =\n                        i + 2 + n.xSegCount);\n                  }\n                }\n              n.attributes.uv.update(),\n                n.attributes.uvNorm.update(),\n                n.attributes.index.update(),\n                _miniGl.debug(\"Geometry.setTopology\", {\n                  uv: n.attributes.uv,\n                  uvNorm: n.attributes.uvNorm,\n                  index: n.attributes.index\n                });\n            }\n            setSize(width = 1, height = 1, orientation = \"xz\") {\n              const geometry = this;\n              (geometry.width = width),\n                (geometry.height = height),\n                (geometry.orientation = orientation),\n                (geometry.attributes.position.values &&\n                  geometry.attributes.position.values.length ===\n                    3 * geometry.vertexCount) ||\n                  (geometry.attributes.position.values = new Float32Array(\n                    3 * geometry.vertexCount\n                  ));\n              const o = width \/ -2,\n                r = height \/ -2,\n                segment_width = width \/ geometry.xSegCount,\n                segment_height = height \/ geometry.ySegCount;\n              for (let yIndex = 0; yIndex <= geometry.ySegCount; yIndex++) {\n                const t = r + yIndex * segment_height;\n                for (let xIndex = 0; xIndex <= geometry.xSegCount; xIndex++) {\n                  const r = o + xIndex * segment_width,\n                    l = yIndex * (geometry.xSegCount + 1) + xIndex;\n                  (geometry.attributes.position.values[\n                    3 * l + \"xyz\".indexOf(orientation[0])\n                  ] = r),\n                    (geometry.attributes.position.values[\n                      3 * l + \"xyz\".indexOf(orientation[1])\n                    ] = -t);\n                }\n              }\n              geometry.attributes.position.update(),\n                _miniGl.debug(\"Geometry.setSize\", {\n                  position: geometry.attributes.position\n                });\n            }\n          }\n        },\n        Mesh: {\n          enumerable: !1,\n          value: class {\n            constructor(geometry, material) {\n              const mesh = this;\n              (mesh.geometry = geometry),\n                (mesh.material = material),\n                (mesh.wireframe = !1),\n                (mesh.attributeInstances = []),\n                Object.entries(mesh.geometry.attributes).forEach(\n                  ([e, attribute]) => {\n                    mesh.attributeInstances.push({\n                      attribute: attribute,\n                      location: attribute.attach(e, mesh.material.program)\n                    });\n                  }\n                ),\n                _miniGl.meshes.push(mesh),\n                _miniGl.debug(\"Mesh.constructor\", {\n                  mesh: mesh\n                });\n            }\n            draw() {\n              context.useProgram(this.material.program),\n                this.material.uniformInstances.forEach(\n                  ({ uniform: e, location: t }) => e.update(t)\n                ),\n                this.attributeInstances.forEach(\n                  ({ attribute: e, location: t }) => e.use(t)\n                ),\n                context.drawElements(\n                  this.wireframe ? context.LINES : context.TRIANGLES,\n                  this.geometry.attributes.index.values.length,\n                  context.UNSIGNED_SHORT,\n                  0\n                );\n            }\n            remove() {\n              _miniGl.meshes = _miniGl.meshes.filter((e) => e != this);\n            }\n          }\n        },\n        Attribute: {\n          enumerable: !1,\n          value: class {\n            constructor(e) {\n              (this.type = context.FLOAT),\n                (this.normalized = !1),\n                (this.buffer = context.createBuffer()),\n                Object.assign(this, e),\n                this.update();\n            }\n            update() {\n              void 0 !== this.values &&\n                (context.bindBuffer(this.target, this.buffer),\n                context.bufferData(\n                  this.target,\n                  this.values,\n                  context.STATIC_DRAW\n                ));\n            }\n            attach(e, t) {\n              const n = context.getAttribLocation(t, e);\n              return (\n                this.target === context.ARRAY_BUFFER &&\n                  (context.enableVertexAttribArray(n),\n                  context.vertexAttribPointer(\n                    n,\n                    this.size,\n                    this.type,\n                    this.normalized,\n                    0,\n                    0\n                  )),\n                n\n              );\n            }\n            use(e) {\n              context.bindBuffer(this.target, this.buffer),\n                this.target === context.ARRAY_BUFFER &&\n                  (context.enableVertexAttribArray(e),\n                  context.vertexAttribPointer(\n                    e,\n                    this.size,\n                    this.type,\n                    this.normalized,\n                    0,\n                    0\n                  ));\n            }\n          }\n        }\n      });\n    const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n    _miniGl.commonUniforms = {\n      projectionMatrix: new _miniGl.Uniform({\n        type: \"mat4\",\n        value: a\n      }),\n      modelViewMatrix: new _miniGl.Uniform({\n        type: \"mat4\",\n        value: a\n      }),\n      resolution: new _miniGl.Uniform({\n        type: \"vec2\",\n        value: [1, 1]\n      }),\n      aspectRatio: new _miniGl.Uniform({\n        type: \"float\",\n        value: 1\n      })\n    };\n  }\n  setSize(e = 640, t = 480) {\n    (this.width = e),\n      (this.height = t),\n      (this.canvas.width = e),\n      (this.canvas.height = t),\n      this.gl.viewport(0, 0, e, t),\n      (this.commonUniforms.resolution.value = [e, t]),\n      (this.commonUniforms.aspectRatio.value = e \/ t),\n      this.debug(\"MiniGL.setSize\", {\n        width: e,\n        height: t\n      });\n  }\n  \/\/left, right, top, bottom, near, far\n  setOrthographicCamera(e = 0, t = 0, n = 0, i = -2e3, s = 2e3) {\n    (this.commonUniforms.projectionMatrix.value = [\n      2 \/ this.width,\n      0,\n      0,\n      0,\n      0,\n      2 \/ this.height,\n      0,\n      0,\n      0,\n      0,\n      2 \/ (i - s),\n      0,\n      e,\n      t,\n      n,\n      1\n    ]),\n      this.debug(\n        \"setOrthographicCamera\",\n        this.commonUniforms.projectionMatrix.value\n      );\n  }\n  render() {\n    this.gl.clearColor(0, 0, 0, 0),\n      this.gl.clearDepth(1),\n      this.meshes.forEach((e) => e.draw());\n  }\n}\n\n\/\/Sets initial properties\nfunction e(object, propertyName, val) {\n  return (\n    propertyName in object\n      ? Object.defineProperty(object, propertyName, {\n          value: val,\n          enumerable: !0,\n          configurable: !0,\n          writable: !0\n        })\n      : (object[propertyName] = val),\n    object\n  );\n}\n\n\/\/Gradient object\nclass Gradient {\n  constructor(...t) {\n    e(this, \"el\", void 0),\n      e(this, \"cssVarRetries\", 0),\n      e(this, \"maxCssVarRetries\", 200),\n      e(this, \"angle\", 0),\n      e(this, \"isLoadedClass\", !1),\n      e(this, \"isScrolling\", !1),\n      \/*e(this, \"isStatic\", o.disableAmbientAnimations()),*\/ e(\n        this,\n        \"scrollingTimeout\",\n        void 0\n      ),\n      e(this, \"scrollingRefreshDelay\", 200),\n      e(this, \"isIntersecting\", !1),\n      e(this, \"shaderFiles\", void 0),\n      e(this, \"vertexShader\", void 0),\n      e(this, \"sectionColors\", void 0),\n      e(this, \"computedCanvasStyle\", void 0),\n      e(this, \"conf\", void 0),\n      e(this, \"uniforms\", void 0),\n      e(this, \"t\", 1253106),\n      e(this, \"last\", 0),\n      e(this, \"width\", void 0),\n      e(this, \"minWidth\", 1111),\n      e(this, \"height\", 600),\n      e(this, \"xSegCount\", void 0),\n      e(this, \"ySegCount\", void 0),\n      e(this, \"mesh\", void 0),\n      e(this, \"material\", void 0),\n      e(this, \"geometry\", void 0),\n      e(this, \"minigl\", void 0),\n      e(this, \"scrollObserver\", void 0),\n      e(this, \"amp\", 320),\n      e(this, \"seed\", 5),\n      e(this, \"freqX\", 14e-5),\n      e(this, \"freqY\", 29e-5),\n      e(this, \"freqDelta\", 1e-5),\n      e(this, \"activeColors\", [1, 1, 1, 1]),\n      e(this, \"isMetaKey\", !1),\n      e(this, \"isGradientLegendVisible\", !1),\n      e(this, \"isMouseDown\", !1),\n      e(this, \"handleScroll\", () => {\n        clearTimeout(this.scrollingTimeout),\n          (this.scrollingTimeout = setTimeout(\n            this.handleScrollEnd,\n            this.scrollingRefreshDelay\n          )),\n          this.isGradientLegendVisible && this.hideGradientLegend(),\n          this.conf.playing && ((this.isScrolling = !0), this.pause());\n      }),\n      e(this, \"handleScrollEnd\", () => {\n        (this.isScrolling = !1), this.isIntersecting && this.play();\n      }),\n      e(this, \"resize\", () => {\n        (this.width = window.innerWidth),\n          this.minigl.setSize(this.width, this.height),\n          this.minigl.setOrthographicCamera(),\n          (this.xSegCount = Math.ceil(this.width * this.conf.density[0])),\n          (this.ySegCount = Math.ceil(this.height * this.conf.density[1])),\n          this.mesh.geometry.setTopology(this.xSegCount, this.ySegCount),\n          this.mesh.geometry.setSize(this.width, this.height),\n          (this.mesh.material.uniforms.u_shadow_power.value =\n            this.width < 600 ? 5 : 6);\n      }),\n      e(this, \"handleMouseDown\", (e) => {\n        this.isGradientLegendVisible &&\n          ((this.isMetaKey = e.metaKey),\n          (this.isMouseDown = !0),\n          !1 === this.conf.playing && requestAnimationFrame(this.animate));\n      }),\n      e(this, \"handleMouseUp\", () => {\n        this.isMouseDown = !1;\n      }),\n      e(this, \"animate\", (e) => {\n        if (!this.shouldSkipFrame(e) || this.isMouseDown) {\n          if (\n            ((this.t += Math.min(e - this.last, 1e3 \/ 15)),\n            (this.last = e),\n            this.isMouseDown)\n          ) {\n            let e = 160;\n            this.isMetaKey && (e = -160), (this.t += e);\n          }\n          (this.mesh.material.uniforms.u_time.value = this.t),\n            this.minigl.render();\n        }\n        if (0 !== this.last && this.isStatic)\n          return this.minigl.render(), void this.disconnect();\n        \/*this.isIntersecting && *\/ (this.conf.playing || this.isMouseDown) &&\n          requestAnimationFrame(this.animate);\n      }),\n      e(this, \"addIsLoadedClass\", () => {\n        \/*this.isIntersecting && *\/ !this.isLoadedClass &&\n          ((this.isLoadedClass = !0),\n          this.el.classList.add(\"isLoaded\"),\n          setTimeout(() => {\n            this.el.parentElement.classList.add(\"isLoaded\");\n          }, 3e3));\n      }),\n      e(this, \"pause\", () => {\n        this.conf.playing = false;\n      }),\n      e(this, \"play\", () => {\n        requestAnimationFrame(this.animate), (this.conf.playing = true);\n      }),\n      e(this, \"initGradient\", (selector) => {\n        this.el = document.querySelector(selector);\n        this.connect();\n        return this;\n      });\n  }\n  async connect() {\n    (this.shaderFiles = {\n      vertex:\n        \"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}\",\n      noise:\n        \"\/\/\\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}\",\n      blend:\n        \"\/\/\\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}\",\n      fragment:\n        \"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}\"\n    }),\n      (this.conf = {\n        presetName: \"\",\n        wireframe: false,\n        density: [0.06, 0.16],\n        zoom: 1,\n        rotation: 0,\n        playing: true\n      }),\n      document.querySelectorAll(\"canvas\").length < 1\n        ? console.log(\"DID NOT LOAD HERO STRIPE CANVAS\")\n        : ((this.minigl = new MiniGl(this.el, null, null, !0)),\n          requestAnimationFrame(() => {\n            this.el &&\n              ((this.computedCanvasStyle = getComputedStyle(this.el)),\n              this.waitForCssVars());\n          }));\n          \/*\n        this.scrollObserver = await s.create(.1, !1),\n        this.scrollObserver.observe(this.el),\n        this.scrollObserver.onSeparate(() => {\n            window.removeEventListener(\"scroll\", this.handleScroll), window.removeEventListener(\"mousedown\", this.handleMouseDown), window.removeEventListener(\"mouseup\", this.handleMouseUp), window.removeEventListener(\"keydown\", this.handleKeyDown), this.isIntersecting = !1, this.conf.playing && this.pause()\n        }), \n        this.scrollObserver.onIntersect(() => {\n            window.addEventListener(\"scroll\", this.handleScroll), window.addEventListener(\"mousedown\", this.handleMouseDown), window.addEventListener(\"mouseup\", this.handleMouseUp), window.addEventListener(\"keydown\", this.handleKeyDown), this.isIntersecting = !0, this.addIsLoadedClass(), this.play()\n        })*\/\n  }\n  disconnect() {\n    this.scrollObserver &&\n      (window.removeEventListener(\"scroll\", this.handleScroll),\n      window.removeEventListener(\"mousedown\", this.handleMouseDown),\n      window.removeEventListener(\"mouseup\", this.handleMouseUp),\n      window.removeEventListener(\"keydown\", this.handleKeyDown),\n      this.scrollObserver.disconnect()),\n      window.removeEventListener(\"resize\", this.resize);\n  }\n  initMaterial() {\n    this.uniforms = {\n      u_time: new this.minigl.Uniform({\n        value: 0\n      }),\n      u_shadow_power: new this.minigl.Uniform({\n        value: 5\n      }),\n      u_darken_top: new this.minigl.Uniform({\n        value: \"\" === this.el.dataset.jsDarkenTop ? 1 : 0\n      }),\n      u_active_colors: new this.minigl.Uniform({\n        value: this.activeColors,\n        type: \"vec4\"\n      }),\n      u_global: new this.minigl.Uniform({\n        value: {\n          noiseFreq: new this.minigl.Uniform({\n            value: [this.freqX, this.freqY],\n            type: \"vec2\"\n          }),\n          noiseSpeed: new this.minigl.Uniform({\n            value: 5e-6\n          })\n        },\n        type: \"struct\"\n      }),\n      u_vertDeform: new this.minigl.Uniform({\n        value: {\n          incline: new this.minigl.Uniform({\n            value: Math.sin(this.angle) \/ Math.cos(this.angle)\n          }),\n          offsetTop: new this.minigl.Uniform({\n            value: -0.5\n          }),\n          offsetBottom: new this.minigl.Uniform({\n            value: -0.5\n          }),\n          noiseFreq: new this.minigl.Uniform({\n            value: [3, 4],\n            type: \"vec2\"\n          }),\n          noiseAmp: new this.minigl.Uniform({\n            value: this.amp\n          }),\n          noiseSpeed: new this.minigl.Uniform({\n            value: 10\n          }),\n          noiseFlow: new this.minigl.Uniform({\n            value: 3\n          }),\n          noiseSeed: new this.minigl.Uniform({\n            value: this.seed\n          })\n        },\n        type: \"struct\",\n        excludeFrom: \"fragment\"\n      }),\n      u_baseColor: new this.minigl.Uniform({\n        value: this.sectionColors[0],\n        type: \"vec3\",\n        excludeFrom: \"fragment\"\n      }),\n      u_waveLayers: new this.minigl.Uniform({\n        value: [],\n        excludeFrom: \"fragment\",\n        type: \"array\"\n      })\n    };\n    for (let e = 1; e < this.sectionColors.length; e += 1)\n      this.uniforms.u_waveLayers.value.push(\n        new this.minigl.Uniform({\n          value: {\n            color: new this.minigl.Uniform({\n              value: this.sectionColors[e],\n              type: \"vec3\"\n            }),\n            noiseFreq: new this.minigl.Uniform({\n              value: [\n                2 + e \/ this.sectionColors.length,\n                3 + e \/ this.sectionColors.length\n              ],\n              type: \"vec2\"\n            }),\n            noiseSpeed: new this.minigl.Uniform({\n              value: 11 + 0.3 * e\n            }),\n            noiseFlow: new this.minigl.Uniform({\n              value: 6.5 + 0.3 * e\n            }),\n            noiseSeed: new this.minigl.Uniform({\n              value: this.seed + 10 * e\n            }),\n            noiseFloor: new this.minigl.Uniform({\n              value: 0.1\n            }),\n            noiseCeil: new this.minigl.Uniform({\n              value: 0.63 + 0.07 * e\n            })\n          },\n          type: \"struct\"\n        })\n      );\n    return (\n      (this.vertexShader = [\n        this.shaderFiles.noise,\n        this.shaderFiles.blend,\n        this.shaderFiles.vertex\n      ].join(\"\\n\\n\")),\n      new this.minigl.Material(\n        this.vertexShader,\n        this.shaderFiles.fragment,\n        this.uniforms\n      )\n    );\n  }\n  initMesh() {\n    (this.material = this.initMaterial()),\n      (this.geometry = new this.minigl.PlaneGeometry()),\n      (this.mesh = new this.minigl.Mesh(this.geometry, this.material));\n  }\n  shouldSkipFrame(e) {\n    return (\n      !!window.document.hidden ||\n      !this.conf.playing ||\n      parseInt(e, 10) % 2 == 0 ||\n      void 0\n    );\n  }\n  updateFrequency(e) {\n    (this.freqX += e), (this.freqY += e);\n  }\n  toggleColor(index) {\n    this.activeColors[index] = 0 === this.activeColors[index] ? 1 : 0;\n  }\n  showGradientLegend() {\n    this.width > this.minWidth &&\n      ((this.isGradientLegendVisible = !0),\n      document.body.classList.add(\"isGradientLegendVisible\"));\n  }\n  hideGradientLegend() {\n    (this.isGradientLegendVisible = !1),\n      document.body.classList.remove(\"isGradientLegendVisible\");\n  }\n  init() {\n    this.initGradientColors(),\n      this.initMesh(),\n      this.resize(),\n      requestAnimationFrame(this.animate),\n      window.addEventListener(\"resize\", this.resize);\n  }\n  \/*\n   * Waiting for the css variables to become available, usually on page load before we can continue.\n   * Using default colors assigned below if no variables have been found after maxCssVarRetries\n   *\/\n  waitForCssVars() {\n    if (\n      this.computedCanvasStyle &&\n      -1 !==\n        this.computedCanvasStyle\n          .getPropertyValue(\"--gradient-color-1\")\n          .indexOf(\"#\")\n    )\n      this.init(), this.addIsLoadedClass();\n    else {\n      if (\n        ((this.cssVarRetries += 1), this.cssVarRetries > this.maxCssVarRetries)\n      ) {\n        return (\n          (this.sectionColors = [16711680, 16711680, 16711935, 65280, 255]),\n          void this.init()\n        );\n      }\n      requestAnimationFrame(() => this.waitForCssVars());\n    }\n  }\n  \/*\n   * Initializes the four section colors by retrieving them from css variables.\n   *\/\n  initGradientColors() {\n    this.sectionColors = [\n      \"--gradient-color-1\",\n      \"--gradient-color-2\",\n      \"--gradient-color-3\"\n    ]\n      .map((cssPropertyName) => {\n        let hex = this.computedCanvasStyle\n          .getPropertyValue(cssPropertyName)\n          .trim();\n        \/\/Check if shorthand hex value was used and double the length so the conversion in normalizeColor will work.\n        if (4 === hex.length) {\n          const hexTemp = hex\n            .substr(1)\n            .split(\"\")\n            .map((hexTemp) => hexTemp + hexTemp)\n            .join(\"\");\n          hex = `#${hexTemp}`;\n        }\n        return hex && `0x${hex.substr(1)}`;\n      })\n      .filter(Boolean)\n      .map(normalizeColor);\n  }\n}\n\n\/*\n *Finally initializing the Gradient class, assigning a canvas to it and calling Gradient.connect() which initializes everything,\n * Use Gradient.pause() and Gradient.play() for controls.\n *\n * Here are some default property values you can change anytime:\n * Amplitude:    Gradient.amp = 0\n * Colors:       Gradient.sectionColors (if you change colors, use normalizeColor(#hexValue)) before you assign it.\n *\n *\n * Useful functions\n * Gradient.toggleColor(index)\n * Gradient.updateFrequency(freq)\n *\/\nvar gradient = new Gradient();\ngradient.initGradient(\"#gradient-canvas\");\n \n<\/script>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-d5458df first-section e-flex e-con-boxed e-con e-parent\" data-id=\"d5458df\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-2882b69 elementor-widget elementor-widget-heading\" data-id=\"2882b69\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t\t\t\t<h1 class=\"elementor-heading-title elementor-size-default\"><b>Bal\u00e1zs M\u00e9sz\u00e1ros<\/b>\ncreator of Cultural Fusion and Visual Experience<\/h1>\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-aea3b9d e-flex e-con-boxed e-con e-parent\" data-id=\"aea3b9d\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-49cfa93 elementor-widget elementor-widget-text-editor\" data-id=\"49cfa93\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>Welcome to the world of PRANDARTO!<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-cfce555 elementor-widget elementor-widget-text-editor\" data-id=\"cfce555\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p class=\"normal\" style=\"text-align: justify; line-height: normal; margin: 14.0pt 0cm 14.0pt 0cm;\"><span lang=\"hu\">As a visual experience expert, photographer and AI-based imager, my goal is to give soul to the spaces that surround us.<\/span><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-5fc7368 elementor-align-center elementor-widget elementor-widget-button\" data-id=\"5fc7368\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"button.default\">\n\t\t\t\t\t\t\t\t\t\t\t\t<a class=\"elementor-button elementor-button-link elementor-size-sm\" href=\"https:\/\/prandarto.com\/en\/shop\/\">\n\t\t\t\t\t\t<span class=\"elementor-button-content-wrapper\">\n\t\t\t\t\t\t\t\t\t<span class=\"elementor-button-text\">Discover the world of PRANDARTO!  <\/span>\n\t\t\t\t\t<\/span>\n\t\t\t\t\t<\/a>\n\t\t\t\t\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-8bc7ea0 e-con-full e-flex e-con e-child\" data-id=\"8bc7ea0\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-98ac9f8 elementor-widget__width-initial elementor-widget elementor-widget-text-editor\" data-id=\"98ac9f8\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>Since childhood, images have been the language I use to communicate with the world.<br\/>For me, the authenticity of photography and the creative freedom that AI offers are not contradictory, but part of a single, flowing process.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-677ac02 elementor-widget__width-initial elementor-widget elementor-widget-image\" data-id=\"677ac02\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"image.default\">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"800\" height=\"800\" src=\"https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-1024x1024.png\" class=\"attachment-large size-large wp-image-3291\" alt=\"\" srcset=\"https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-1024x1024.png 1024w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-300x300.png 300w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-150x150.png 150w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-768x768.png 768w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-1536x1536.png 1536w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-600x600.png 600w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-100x100.png 100w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1-50x50.png 50w, https:\/\/prandarto.com\/wp-content\/uploads\/2026\/04\/upscaled-image-1776253902063-1.png 2048w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-c1b7d2a element-pack-agbg-yes e-flex e-con-boxed e-con e-parent\" data-id=\"c1b7d2a\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;element_pack_agbg_color_list&quot;:[{&quot;start_color&quot;:&quot;#D9FAA68F&quot;,&quot;end_color&quot;:&quot;#FCFFCB8C&quot;,&quot;_id&quot;:&quot;ed6ef4a&quot;},{&quot;_id&quot;:&quot;2219dea&quot;,&quot;start_color&quot;:&quot;#0591F9C9&quot;,&quot;end_color&quot;:&quot;#FEFEFEE6&quot;},{&quot;_id&quot;:&quot;e3c4d98&quot;,&quot;start_color&quot;:&quot;#FFBE98D1&quot;,&quot;end_color&quot;:&quot;#FEFEFEDE&quot;,&quot;__globals__&quot;:{&quot;start_color&quot;:&quot;&quot;}}],&quot;element_pack_agbg_transitionSpeed&quot;:{&quot;unit&quot;:&quot;px&quot;,&quot;size&quot;:1400,&quot;sizes&quot;:[]},&quot;background_background&quot;:&quot;video&quot;,&quot;background_video_start&quot;:0,&quot;background_play_on_mobile&quot;:&quot;yes&quot;,&quot;element_pack_agbg_show&quot;:&quot;yes&quot;,&quot;element_pack_agbg_direction&quot;:&quot;diagonal&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-f553865 elementor-widget elementor-widget-heading\" data-id=\"f553865\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Ars Poetica<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-78b2daf elementor-headline--style-highlight elementor-widget elementor-widget-animated-headline\" data-id=\"78b2daf\" data-element_type=\"widget\" data-e-type=\"widget\" data-settings=\"{&quot;marker&quot;:&quot;underline&quot;,&quot;highlighted_text&quot;:&quot;to make room for it.\\&quot;&quot;,&quot;headline_style&quot;:&quot;highlight&quot;,&quot;highlight_animation_duration&quot;:1200}\" data-widget_type=\"animated-headline.default\">\n\t\t\t\t\t\t\t\t\t<h3 class=\"elementor-headline\">\n\t\t\t\t\t<span class=\"elementor-headline-plain-text elementor-headline-text-wrapper\">\"A work of art brings something new into the world and changes the world,<\/span>\n\t\t\t\t<span class=\"elementor-headline-dynamic-wrapper elementor-headline-text-wrapper\">\n\t\t\t\t\t<span class=\"elementor-headline-dynamic-text elementor-headline-text-active\">to make room for it.\"<\/span>\n\t\t\t\t<\/span>\n\t\t\t\t<\/h3>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-abc10ad elementor-widget__width-inherit elementor-widget elementor-widget-text-editor\" data-id=\"abc10ad\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p class=\"normal\" style=\"line-height: normal; margin: 14pt 0cm; text-align: center;\">Amy Whitaker<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-198dba9 elementor-widget elementor-widget-text-editor\" data-id=\"198dba9\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p class=\"normal\" style=\"line-height: normal; margin: 14pt 0cm; text-align: center;\"><span lang=\"hu\">Art is not an ornament. It is energy, a message, a symbol.   <\/span><\/p><p class=\"normal\" style=\"line-height: normal; margin: 14pt 0cm; text-align: center;\"><span lang=\"hu\">Walls &#8211; whether they be home, office or community &#8211; not only surround us, they shape us. The colours, the compositions, the motifs influence our thoughts, our feelings, our choices. <\/span><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-ae5aac2 elementor-widget elementor-widget-text-editor\" data-id=\"ae5aac2\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>PRANDARTO&#8217;s aim is to create works that build us up: with their colours, their shapes, their moods and the story they bring with them.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-705a388 e-con-full e-grid e-con e-child\" data-id=\"705a388\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-67fafbc elementor-widget elementor-widget-text-editor\" data-id=\"67fafbc\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p class=\"normal\" style=\"line-height: normal; margin: 14.0pt 0cm 14.0pt 0cm;\"><span lang=\"hu\">I believe that every picture is an opportunity:<\/span><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-c4cafa9 elementor-widget elementor-widget-text-editor\" data-id=\"c4cafa9\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>to know ourselves better,<br\/>to make our environment support our everyday lives,<br\/>to make our future what we want it to be.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-83d457e section-p e-flex e-con-boxed e-con e-parent\" data-id=\"83d457e\" data-element_type=\"container\" data-e-type=\"container\" data-settings=\"{&quot;background_background&quot;:&quot;classic&quot;}\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t<div class=\"elementor-element elementor-element-44303c6 e-grid e-con-full e-con e-child\" data-id=\"44303c6\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t<div class=\"elementor-element elementor-element-e08aa31 e-con-full e-flex e-con e-child\" data-id=\"e08aa31\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-6b1ff11 elementor-widget elementor-widget-text-editor\" data-id=\"6b1ff11\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>01<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-16a15c3 elementor-widget elementor-widget-heading\" data-id=\"16a15c3\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">The art of cultural fusion<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-2191e84 elementor-widget elementor-widget-text-editor\" data-id=\"2191e84\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>My creations are born from the meeting of two worlds:<\/p><ol><li>Reality &#8211; my own photos<\/li><\/ol><p>The quiet beauty of the moments, the subtle play of lights, the imprints of human presence.<\/p><ol start=\"2\"><li>The imagination &#8211; my AI generated works<\/li><\/ol><p>Free-flowing creativity, modern visual games, new compositions and moods.<\/p><p>These two worlds together create the style that is the basis of PRANDARTO.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-eb51618 e-con-full e-flex e-con e-child\" data-id=\"eb51618\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-ab82b9b elementor-widget elementor-widget-text-editor\" data-id=\"ab82b9b\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>02<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-02d927f elementor-widget elementor-widget-heading\" data-id=\"02d927f\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">UX approach in art<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-809578a elementor-widget elementor-widget-text-editor\" data-id=\"809578a\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>When creating, I look at how colour, form and feeling meet.<\/p><p>Visual elements &#8211; whether soft or bold gestures &#8211; are not there for their own sake, but to stop you in your tracks, make you think or give you new energy.<\/p><p>My aim is to make every image an experience.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-ae548d4 e-con-full e-flex e-con e-child\" data-id=\"ae548d4\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-6db7ffb elementor-widget elementor-widget-text-editor\" data-id=\"6db7ffb\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p>03<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-e6d9c5e elementor-widget elementor-widget-heading\" data-id=\"e6d9c5e\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Let's connect!<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-9a6a5d7 elementor-widget elementor-widget-text-editor\" data-id=\"9a6a5d7\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t\t\t\t\t\t\t\t<p class=\"normal\"><span lang=\"hu\">If you&#8217;d like to explore the collections, request a unique visual concept or collaborate on a joint project, I look forward to hearing from you.<\/span><\/p><p class=\"normal\"><span lang=\"hu\">Discover the world of PRANDARTO!<\/span><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-73474c6 elementor-widget elementor-widget-button\" data-id=\"73474c6\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"button.default\">\n\t\t\t\t\t\t\t\t\t\t\t\t<a class=\"elementor-button elementor-button-link elementor-size-sm\" href=\"https:\/\/prandarto.com\/en\/contact\/\">\n\t\t\t\t\t\t<span class=\"elementor-button-content-wrapper\">\n\t\t\t\t\t\t\t\t\t<span class=\"elementor-button-text\">Let's connect!<\/span>\n\t\t\t\t\t<\/span>\n\t\t\t\t\t<\/a>\n\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>Bal\u00e1zs M\u00e9sz\u00e1ros creator of Cultural Fusion and Visual Experience Welcome to the world of PRANDARTO! As a visual experience expert, photographer and AI-based imager, my goal is to give soul to the spaces that surround us. Discover the world of PRANDARTO! Since childhood, images have been the language I use to communicate with the world.For [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":3283,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"elementor_header_footer","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-4132","page","type-page","status-publish","has-post-thumbnail","hentry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v27.6.1 (Yoast SEO v27.8) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>About me - PRANDARTO cultural fusion<\/title>\n<meta name=\"description\" content=\"As a visual experience expert, photographer and AI-based imager, my goal is to give soul to the spaces that surround us.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/prandarto.com\/en\/about-me\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"About me\" \/>\n<meta property=\"og:description\" content=\"As a visual experience expert, photographer and AI-based imager, my goal is to give soul to the spaces that surround us.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/prandarto.com\/en\/about-me\/\" \/>\n<meta property=\"og:site_name\" content=\"PRANDARTO cultural fusion\" \/>\n<meta property=\"article:modified_time\" content=\"2026-06-08T15:55:23+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/prandarto.com\/wp-content\/uploads\/2025\/10\/PRANDARTO-LOGO-e1764685807372.png\" \/>\n\t<meta property=\"og:image:width\" content=\"500\" \/>\n\t<meta property=\"og:image:height\" content=\"500\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/png\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data1\" content=\"2 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/\",\"url\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/\",\"name\":\"About me - PRANDARTO cultural fusion\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/prandarto.com\\\/wp-content\\\/uploads\\\/2025\\\/10\\\/PRANDARTO-LOGO-e1764685807372.png\",\"datePublished\":\"2025-12-03T11:48:49+00:00\",\"dateModified\":\"2026-06-08T15:55:23+00:00\",\"description\":\"As a visual experience expert, photographer and AI-based imager, my goal is to give soul to the spaces that surround us.\",\"breadcrumb\":{\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/#primaryimage\",\"url\":\"https:\\\/\\\/prandarto.com\\\/wp-content\\\/uploads\\\/2025\\\/10\\\/PRANDARTO-LOGO-e1764685807372.png\",\"contentUrl\":\"https:\\\/\\\/prandarto.com\\\/wp-content\\\/uploads\\\/2025\\\/10\\\/PRANDARTO-LOGO-e1764685807372.png\",\"width\":500,\"height\":500},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/about-me\\\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Kezd\u0151lap\",\"item\":\"https:\\\/\\\/prandarto.com\\\/en\\\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"About me\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\\\/\\\/prandarto.com\\\/en\\\/#website\",\"url\":\"https:\\\/\\\/prandarto.com\\\/en\\\/\",\"name\":\"PRANDARTO cultural fusion\",\"description\":\"Egyedi digit\u00e1lis m\u0171vek, AI Art \u00e9s fot\u00f3alap\u00fa alkot\u00e1sok. 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