Beyond Meat – Go Beyond®


BM EVEN-BETTER BM MEATBALLS BM B-SAUSAGE STANFORD <![CDATA[ setREVStartSize({c: 'beyond-hero',rl:[1240,1024,778,480],el:[1220,473,960,720],gw:[2660,1024,778,480],gh:[1220,473,960,720],type:'standard',justify:'',layout:'fullwidth',mh:"0"}); var revapi42, tpj; function revinit_beyondhero() { jQuery(function() { tpj = jQuery; revapi42 = tpj("#beyond-hero"); if(revapi42==undefined || revapi42.revolution == undefined){ revslider_showDoubleJqueryError("beyond-hero"); }else{ revapi42.revolution({ sliderLayout:"fullwidth", visibilityLevels:"1240,1024,778,480", gridwidth:"2660,1024,778,480", gridheight:"1220,473,960,720", spinner:"spinner0", perspective:600, perspectiveType:"local", editorheight:"1220,473,960,720", responsiveLevels:"1240,1024,778,480", progressBar:{disableProgressBar:true}, navigation: { mouseScrollNavigation:false, touch: { touchenabled:true }, bullets: { enable:true, tmp:"", style:"hermes" } }, fallbacks: { allowHTML5AutoPlayOnAndroid:true }, }); var heroConfettiCanvas = document.getElementById('hero-confetti-overlay'); if(heroConfettiCanvas !== null) { var gl = heroConfettiCanvas.getContext('webgl'); var vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, ` precision lowp float; attribute vec2 a_position; // Flat square on XY plane attribute float a_startAngle; attribute float a_angularVelocity; attribute float a_rotationAxisAngle; attribute float a_particleDistance; attribute float a_particleAngle; attribute float a_particleY; attribute vec3 a_particleColor; uniform float u_time; // Global state varying vec2 v_position; varying vec3 v_color; varying float v_overlight; void main() { float angle = a_startAngle + a_angularVelocity * u_time; float vertPosition = 1.1 – mod(u_time * .5 + a_particleY, 2.2); float viewAngle = a_particleAngle + mod(u_time * .1, 6.28); mat4 vMatrix = mat4( 1.3, 0.0, 0.0, 0.0, 0.0, 1.3, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); mat4 shiftMatrix = mat4( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, a_particleDistance * sin(viewAngle), vertPosition, a_particleDistance * cos(viewAngle), 1.0 ); mat4 pMatrix = mat4( cos(a_rotationAxisAngle), sin(a_rotationAxisAngle), 0.0, 0.0, -sin(a_rotationAxisAngle), cos(a_rotationAxisAngle), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ) * mat4( 1.0, 0.0, 0.0, 0.0, 0.0, cos(angle), sin(angle), 0.0, 0.0, -sin(angle), cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0 ); gl_Position = shiftMatrix * pMatrix * vec4(a_position * 0.03, 0.0, 1.0); vec4 normal = vec4(0.0, 0.0, 1.0, 0.0); vec4 transformedNormal = normalize(pMatrix * normal); float dotNormal = abs(dot(normal.xyz, transformedNormal.xyz)); float regularLighting = dotNormal / 2.0 + 0.5; float glanceLighting = smoothstep(0.92, 0.98, dotNormal); v_color = a_particleColor; v_position = a_position; v_overlight = 0.9 + glanceLighting * 0.1; } `); gl.compileShader(vertexShader); var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, ` precision lowp float; varying vec2 v_position; varying vec3 v_color; varying float v_overlight; void main() { gl_FragColor = vec4(v_color,1.0); //vec4(v_color, 1.0 – smoothstep(0.9, v_overlight, length(v_position))); } `); gl.compileShader(fragmentShader); var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); var colors = [ {name: 'teal', data: [33,187,185]}, {name: 'orange', data: [229,86,46]}, {name: 'green', data: [116,192,83]}, {name: 'yellow', data: [254,202,20]}, {name: 'purple', data: [133,73,147]}, ]; var STRIDE = 11; var attrs = [ {name: 'a_position', length: 2, offset: 0}, {name: 'a_startAngle', length: 1, offset: 2}, {name: 'a_angularVelocity', length: 1, offset: 3}, {name: 'a_rotationAxisAngle', length: 1, offset: 4}, {name: 'a_particleDistance', length: 1, offset: 5}, {name: 'a_particleAngle', length: 1, offset: 6}, {name: 'a_particleY', length: 1, offset: 7}, {name: 'a_particleColor', length: 3, offset: 8}, ]; for (var i = 0; i < attrs.length; i++) { var name = attrs[i].name; var length = attrs[i].length; var offset = attrs[i].offset; var attribLocation = gl.getAttribLocation(shaderProgram, name); gl.vertexAttribPointer(attribLocation, length, gl.FLOAT, false, STRIDE * 4, offset * 4); gl.enableVertexAttribArray(attribLocation); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); var NUM_PARTICLES = 50; var NUM_VERTICES = 4; var NUM_INDICES = 6; var vertices = new Float32Array(NUM_PARTICLES * STRIDE * NUM_VERTICES); var indices = new Uint16Array(NUM_PARTICLES * NUM_INDICES); for (var i = 0; i

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GO BEYOND®

THE POSITIVE CHOICES
THAT WE MAKE CAN
HAVE A GREAT IMPACT.

LEARN MORE  GO

THE POSITIVE CHOICES
THAT WE MAKE CAN
HAVE A GREAT IMPACT.

Slide

At Beyond Meat, we started with simple questions. Why do you need an animal to create meat? Why can’t you build meat directly from plants? It turns out you can. So we did. We hope our plant-based meats allow you and your family to eat more, not less, of the traditional dishes you love, while feeling great about the health, sustainability, and animal welfare benefits of plant protein. Together, we can truly bring exciting change to the plate — and beyond.

Ethan Brown, Founder & CEO [email protected]

GO BEYOND!

where to FIND beyond meat®

Now in over 112,000 grocery stores, restaurants, hotels, universities and beyond…



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