{"id":2232,"date":"2024-12-29T11:25:57","date_gmt":"2024-12-29T11:25:57","guid":{"rendered":"https:\/\/www.harderbetterstronger.com\/bedankt\/"},"modified":"2025-03-18T10:51:27","modified_gmt":"2025-03-18T10:51:27","slug":"bedankt","status":"publish","type":"page","link":"https:\/\/www.harderbetterstronger.com\/nl\/bedankt\/","title":{"rendered":"Bedankt"},"content":{"rendered":"<p>[et_pb_section fb_built=&#8221;1&#8243; module_id=&#8221;_canvas&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; background_color=&#8221;#EBDED9&#8243; min_height=&#8221;100vh&#8221; hover_enabled=&#8221;0&#8243; custom_css_main_element=&#8221;display: flex;&#8221; global_colors_info=&#8221;{}&#8221; sticky_enabled=&#8221;0&#8243;][et_pb_row custom_padding_last_edited=&#8221;on|phone&#8221; module_class=&#8221;uw-row&#8221; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; width=&#8221;100%&#8221; max_width=&#8221;1200px&#8221; custom_padding=&#8221;|40px||40px|false|true&#8221; custom_padding_tablet=&#8221;|30px||30px|false|true&#8221; custom_padding_phone=&#8221;|20px||20px|false|true&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;e69ff2a0-e97d-40f2-bc30-85514046a161&#8243; header_text_align=&#8221;center&#8221; header_text_color=&#8221;#E5007D&#8221; custom_margin=&#8221;||1em||false|false&#8221; custom_margin_tablet=&#8221;||1em||false|false&#8221; custom_margin_phone=&#8221;||0.5em||false|false&#8221; custom_margin_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221; custom_margin__hover_enabled=&#8221;off|desktop&#8221;]<\/p>\n<h1 class=\"skew-up\">BEDANKT!<\/h1>\n<p>[\/et_pb_text][et_pb_text _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;e69ff2a0-e97d-40f2-bc30-85514046a161&#8243; text_font=&#8221;&#8211;et_global_body_font|300||on|||||&#8221; header_text_align=&#8221;center&#8221; header_text_color=&#8221;#080805&#8243; header_6_text_align=&#8221;center&#8221; text_orientation=&#8221;center&#8221; custom_margin=&#8221;||1.2em||false|false&#8221; custom_margin_tablet=&#8221;||1.2em||false|false&#8221; custom_margin_phone=&#8221;||0.6em||false|false&#8221; custom_margin_last_edited=&#8221;on|phone&#8221; global_colors_info=&#8221;{}&#8221;]<\/p>\n<h6 class=\"skew-up\">Dank u voor uw aanvraag. Wij zullen u spoedig antwoorden.<\/h6>\n<p>[\/et_pb_text][et_pb_button button_url=&#8221;@ET-DC@eyJkeW5hbWljIjp0cnVlLCJjb250ZW50IjoiaG9tZV91cmwiLCJzZXR0aW5ncyI6eyJlbmFibGVfaHRtbCI6Im9mZiJ9fQ==@&#8221; button_text=&#8221;Ga naar home&#8221; button_alignment=&#8221;center&#8221; module_class=&#8221;btn js-fade-in&#8221; _builder_version=&#8221;4.27.2&#8243; _dynamic_attributes=&#8221;button_url&#8221; _module_preset=&#8221;77431e4a-7b48-47c4-9300-f9c01fe10a1e&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_button][et_pb_code _builder_version=&#8221;4.27.2&#8243; _module_preset=&#8221;default&#8221; global_colors_info=&#8221;{}&#8221;]<script><!-- [et_pb_line_break_holder] -->import {Renderer, Camera, RenderTarget, Flowmap, Vec4, Geometry, Program, Texture, Mesh, Color, Vec2, Box, NormalProgram, Post} from 'https:\/\/cdn.jsdelivr.net\/npm\/ogl\/dist\/ogl.mjs';<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->var vertex = `<!-- [et_pb_line_break_holder] -->\t\tattribute vec2 uv;<!-- [et_pb_line_break_holder] -->\t\tattribute vec2 position;<!-- [et_pb_line_break_holder] -->\t\tvarying vec2 vUv;<!-- [et_pb_line_break_holder] -->\t\tvoid main() {<!-- [et_pb_line_break_holder] -->\t\t\t\tvUv = uv;<!-- [et_pb_line_break_holder] -->\t\t\t\tgl_Position = vec4(position, 0, 1);<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->`;<!-- [et_pb_line_break_holder] -->var fragment = `<!-- [et_pb_line_break_holder] -->\t\tprecision highp float;<!-- [et_pb_line_break_holder] -->\t\tprecision highp int;<!-- [et_pb_line_break_holder] -->\t\tuniform sampler2D tWater;<!-- [et_pb_line_break_holder] -->\t\tuniform sampler2D tFlow;<!-- [et_pb_line_break_holder] -->\t\tuniform float uTime;<!-- [et_pb_line_break_holder] -->\t\tvarying vec2 vUv;<!-- [et_pb_line_break_holder] -->\t\tuniform vec4 res;<!-- [et_pb_line_break_holder] -->\t\tuniform vec2 img;<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tvec2 centeredAspectRatio(vec2 uvs, vec2 factor){<!-- [et_pb_line_break_holder] -->\t\t\t\treturn uvs * 1.5;<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tvoid main() {<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->      vec3 flow = texture2D(tFlow, vUv).rgb;<!-- [et_pb_line_break_holder] -->      \/\/ Use flow to adjust the uv lookup of a texture<!-- [et_pb_line_break_holder] -->      vec2 uv = gl_FragCoord.xy \/ 1.0;<!-- [et_pb_line_break_holder] -->      uv += flow.xy * 1.0;<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\t\tgl_FragColor = vec4(flow.rgb, 1.0);<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->`;<!-- [et_pb_line_break_holder] -->{<!-- [et_pb_line_break_holder] -->\tvar _size = [2048, 1638];<!-- [et_pb_line_break_holder] -->\tvar renderer = new Renderer({ dpr: 1 });<!-- [et_pb_line_break_holder] -->\tvar gl = renderer.gl;<!-- [et_pb_line_break_holder] -->\tdocument.getElementById(\"canvas\").appendChild(gl.canvas);<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\/\/ Variable inputs to control flowmap<!-- [et_pb_line_break_holder] -->\tvar aspect = 1;<!-- [et_pb_line_break_holder] -->\tvar mouse = new Vec2(-1);<!-- [et_pb_line_break_holder] -->\tvar velocity = new Vec2();<!-- [et_pb_line_break_holder] -->\tfunction resize() {<!-- [et_pb_line_break_holder] -->\t\tgl.canvas.width = window.innerWidth * 2.0;<!-- [et_pb_line_break_holder] -->\t\tgl.canvas.height = window.innerHeight * 1.0;<!-- [et_pb_line_break_holder] -->\t\tgl.canvas.style.width = window.innerWidth + \"px\";<!-- [et_pb_line_break_holder] -->\t\tgl.canvas.style.height = window.innerHeight + \"px\";<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tvar a1, a2;<!-- [et_pb_line_break_holder] -->\t\tvar imageAspect = _size[1] \/ _size[0];<!-- [et_pb_line_break_holder] -->\t\tif (window.innerHeight \/ window.innerWidth <imageAspect) {<!-- [et_pb_line_break_holder] -->\t\t\ta1 = 1;<!-- [et_pb_line_break_holder] -->\t\t\ta2 = window.innerHeight \/ window.innerWidth \/ imageAspect;<!-- [et_pb_line_break_holder] -->\t\t} else {<!-- [et_pb_line_break_holder] -->\t\t\ta1 = window.innerWidth \/ window.innerHeight * imageAspect;<!-- [et_pb_line_break_holder] -->\t\t\ta2 = 1;<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->\t\tmesh.program.uniforms.res.value = new Vec4(<!-- [et_pb_line_break_holder] -->\t\t\twindow.innerWidth,<!-- [et_pb_line_break_holder] -->\t\t\twindow.innerHeight,<!-- [et_pb_line_break_holder] -->\t\t\ta1,<!-- [et_pb_line_break_holder] -->\t\t\ta2<!-- [et_pb_line_break_holder] -->\t\t);<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\trenderer.setSize(window.innerWidth, window.innerHeight);<!-- [et_pb_line_break_holder] -->\t\taspect = window.innerWidth \/ window.innerHeight;<!-- [et_pb_line_break_holder] -->\t}<!-- [et_pb_line_break_holder] -->\tvar flowmap = new Flowmap(gl, {<!-- [et_pb_line_break_holder] -->    size: 100,<!-- [et_pb_line_break_holder] -->\t\tfalloff: 0.4,<!-- [et_pb_line_break_holder] -->\t\tdissipation: 0.99,<!-- [et_pb_line_break_holder] -->\t\talpha: 0.8<!-- [et_pb_line_break_holder] -->\t});<!-- [et_pb_line_break_holder] -->\t\/\/ Triangle that includes -1 to 1 range for 'position', and 0 to 1 range for 'uv'.<!-- [et_pb_line_break_holder] -->  <!-- [et_pb_line_break_holder] -->  var geometry = new Geometry(gl, {<!-- [et_pb_line_break_holder] -->    position: {size: 2, data: new Float32Array([-1, -1, 3, -1, -1, 3])},<!-- [et_pb_line_break_holder] -->    uv: {size: 2, data: new Float32Array([0, 0, 2, 0, 0, 2])},<!-- [et_pb_line_break_holder] -->\t});<!-- [et_pb_line_break_holder] -->\tvar texture = new Texture(gl, {<!-- [et_pb_line_break_holder] -->\t\tminFilter: gl.LINEAR,<!-- [et_pb_line_break_holder] -->\t\tmagFilter: gl.LINEAR<!-- [et_pb_line_break_holder] -->\t});<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\tvar a1, a2;<!-- [et_pb_line_break_holder] -->\tvar imageAspect = _size[1] \/ _size[0];<!-- [et_pb_line_break_holder] -->\tif (window.innerHeight \/ window.innerWidth <imageAspect) {<!-- [et_pb_line_break_holder] -->\t\ta1 = 1;<!-- [et_pb_line_break_holder] -->\t\ta2 = window.innerHeight \/ window.innerWidth \/ imageAspect;<!-- [et_pb_line_break_holder] -->\t} else {<!-- [et_pb_line_break_holder] -->\t\ta1 = window.innerWidth \/ window.innerHeight * imageAspect;<!-- [et_pb_line_break_holder] -->\t\ta2 = 1;<!-- [et_pb_line_break_holder] -->\t}<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\tvar program = new Program(gl, {<!-- [et_pb_line_break_holder] -->\t\tvertex,<!-- [et_pb_line_break_holder] -->\t\tfragment,<!-- [et_pb_line_break_holder] -->\t\tuniforms: {<!-- [et_pb_line_break_holder] -->\t\t\tuTime: { value: 0 },<!-- [et_pb_line_break_holder] -->\t\t\ttWater: { value: texture },<!-- [et_pb_line_break_holder] -->\t\t\tres: {<!-- [et_pb_line_break_holder] -->\t\t\t\tvalue: new Vec4(window.innerWidth, window.innerHeight, a1, a2)<!-- [et_pb_line_break_holder] -->\t\t\t},<!-- [et_pb_line_break_holder] -->\t\t\timg: { value: new Vec2(_size[1], _size[0]) },<!-- [et_pb_line_break_holder] -->\t\t\t\/\/ Note that the uniform is applied without using an object and value property<!-- [et_pb_line_break_holder] -->\t\t\t\/\/ This is because the class alternates this texture between two render targets<!-- [et_pb_line_break_holder] -->\t\t\t\/\/ and updates the value property after each render.<!-- [et_pb_line_break_holder] -->\t\t\ttFlow: flowmap.uniform<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->\t});<!-- [et_pb_line_break_holder] -->\tvar mesh = new Mesh(gl, { geometry, program });<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\twindow.addEventListener(\"resize\", resize, false);<!-- [et_pb_line_break_holder] -->\tresize();<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\/\/ Create handlers to get mouse position and velocity<!-- [et_pb_line_break_holder] -->\tvar isTouchCapable = \"ontouchstart\" in window;<!-- [et_pb_line_break_holder] -->\tif (isTouchCapable) {<!-- [et_pb_line_break_holder] -->\t\twindow.addEventListener(\"touchstart\", updateMouse, false);<!-- [et_pb_line_break_holder] -->\t\twindow.addEventListener(\"touchmove\", updateMouse, { passive: false });<!-- [et_pb_line_break_holder] -->\t} else {<!-- [et_pb_line_break_holder] -->\t\twindow.addEventListener(\"mousemove\", updateMouse, false);<!-- [et_pb_line_break_holder] -->\t}<!-- [et_pb_line_break_holder] -->\tvar lastTime;<!-- [et_pb_line_break_holder] -->\tvar lastMouse = new Vec2();<!-- [et_pb_line_break_holder] -->\tfunction updateMouse(e) {<!-- [et_pb_line_break_holder] -->\t\te.preventDefault();<!-- [et_pb_line_break_holder] -->\t<!-- [et_pb_line_break_holder] -->\t\tif (e.changedTouches && e.changedTouches.length) {<!-- [et_pb_line_break_holder] -->\t\t\te.x = e.changedTouches[0].pageX;<!-- [et_pb_line_break_holder] -->\t\t\te.y = e.changedTouches[0].pageY;<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->\t\tif (e.x === undefined) {<!-- [et_pb_line_break_holder] -->\t\t\te.x = e.pageX;<!-- [et_pb_line_break_holder] -->\t\t\te.y = e.pageY;<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->\t\t\/\/ Get mouse value in 0 to 1 range, with y flipped<!-- [et_pb_line_break_holder] -->\t\tmouse.set(e.x \/ gl.renderer.width, 1.0 - e.y \/ gl.renderer.height);<!-- [et_pb_line_break_holder] -->\t\t\/\/ Calculate velocity<!-- [et_pb_line_break_holder] -->\t\tif (!lastTime) {<!-- [et_pb_line_break_holder] -->\t\t\t\/\/ First frame<!-- [et_pb_line_break_holder] -->\t\t\tlastTime = performance.now();<!-- [et_pb_line_break_holder] -->\t\t\tlastMouse.set(e.x, e.y);<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tvar deltaX = e.x - lastMouse.x;<!-- [et_pb_line_break_holder] -->\t\tvar deltaY = e.y - lastMouse.y;<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tlastMouse.set(e.x, e.y);<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\tvar time = performance.now();<!-- [et_pb_line_break_holder] --><!-- [et_pb_line_break_holder] -->\t\t\/\/ Avoid dividing by 0<!-- [et_pb_line_break_holder] -->\t\tvar delta = Math.max(10.0, time - lastTime);<!-- [et_pb_line_break_holder] -->\t\tlastTime = time;<!-- [et_pb_line_break_holder] -->\t\tvelocity.x = deltaX \/ delta;<!-- [et_pb_line_break_holder] -->\t\tvelocity.y = deltaY \/ delta;<!-- [et_pb_line_break_holder] -->\t\t\/\/ Flag update to prevent hanging velocity values when not moving<!-- [et_pb_line_break_holder] -->\t\tvelocity.needsUpdate = true;<!-- [et_pb_line_break_holder] -->\t}<!-- [et_pb_line_break_holder] -->\trequestAnimationFrame(update);<!-- [et_pb_line_break_holder] -->\tfunction update(t) {<!-- [et_pb_line_break_holder] -->\t\trequestAnimationFrame(update);<!-- [et_pb_line_break_holder] -->\t\t\/\/ Reset velocity when mouse not moving<!-- [et_pb_line_break_holder] -->\t\tif (!velocity.needsUpdate) {<!-- [et_pb_line_break_holder] -->\t\t\tmouse.set(-1);<!-- [et_pb_line_break_holder] -->\t\t\tvelocity.set(1);<!-- [et_pb_line_break_holder] -->\t\t}<!-- [et_pb_line_break_holder] -->\t\tvelocity.needsUpdate = false;<!-- [et_pb_line_break_holder] -->\t\t\/\/ Update flowmap inputs<!-- [et_pb_line_break_holder] -->\t\tflowmap.aspect = aspect;<!-- [et_pb_line_break_holder] -->\t\tflowmap.mouse.copy(mouse);<!-- [et_pb_line_break_holder] -->\t\t\/\/ Ease velocity input, slower when fading out<!-- [et_pb_line_break_holder] -->\t\tflowmap.velocity.lerp(velocity, velocity.len ? 0.2 : 0.1);<!-- [et_pb_line_break_holder] -->\t\tflowmap.update();<!-- [et_pb_line_break_holder] -->\t\tprogram.uniforms.uTime.value = t * 0.01;<!-- [et_pb_line_break_holder] -->\t\trenderer.render({ scene: mesh });<!-- [et_pb_line_break_holder] -->\t}<!-- [et_pb_line_break_holder] -->}  <!-- [et_pb_line_break_holder] --><\/script>[\/et_pb_code][\/et_pb_column][\/et_pb_row][\/et_pb_section]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>BEDANKT!Dank u voor uw aanvraag. Wij zullen u spoedig antwoorden.<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_acf_changed":false,"_et_pb_use_builder":"on","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"dipi_cpt_category":[],"class_list":["post-2232","page","type-page","status-publish","hentry"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Bedankt - Harder Better Stronger<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.harderbetterstronger.com\/nl\/bedankt\/\" \/>\n<meta property=\"og:locale\" content=\"nl_NL\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Bedankt - Harder Better Stronger\" \/>\n<meta property=\"og:description\" content=\"BEDANKT!Dank u voor uw aanvraag. 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