buildmymcpserver/apps/web/components/particle-hero/ParticleField.tsx

328 lines
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feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
'use client';
/**
* ParticleField GPGPU particle simulation backing the marketing hero.
*
* Lean Three.js, no @react-three/fiber. Renders a 256×256 (or 128×128
* on lower-end devices) float texture of positions, ping-ponged each
* frame through a sim shader, then drawn as gl_Points with an
* anti-aliased disc SDF and additive blending.
*
* Callers MUST gate this behind the capability checks in `index.tsx`
* this component assumes WebGL2 + float-render-target support exists
* and will throw if they don't.
*/
import { useEffect, useRef } from 'react';
import * as THREE from 'three';
import {
initFragment,
renderFragment,
renderVertex,
simFragment,
simVertex,
} from './shaders';
export interface ParticleFieldProps {
/** Sqrt of particle count. 256 → 65,536 particles, 128 → 16,384. */
textureSize: 128 | 256;
/**
* Global multiplier on drift + ring-push velocity. 1.0 default; 0.5
* for reduced-motion users. Pointer position is NOT scaled the ring
* still tracks the cursor at full fidelity, only the ambient motion
* and the gradient-push are damped.
*/
motionScale?: number;
}
export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldProps) {
const containerRef = useRef<HTMLDivElement | null>(null);
useEffect(() => {
const container = containerRef.current;
if (!container) return;
// ----- Renderer ---------------------------------------------------
// alpha:true so the hero gradient/border behind the canvas shows
// through where particles are sparse. premultipliedAlpha pairs with
// the premultiplied output of the render fragment shader.
const canvas = document.createElement('canvas');
canvas.style.display = 'block';
canvas.style.width = '100%';
canvas.style.height = '100%';
container.appendChild(canvas);
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: false,
alpha: true,
premultipliedAlpha: true,
powerPreference: 'high-performance',
});
renderer.setClearColor(0x000000, 0);
// Clamp DPR — going above 2 on a 65k-particle field burns laptop GPUs
// with negligible visual gain.
const dpr = Math.min(window.devicePixelRatio || 1, 2);
renderer.setPixelRatio(dpr);
const initialRect = container.getBoundingClientRect();
renderer.setSize(Math.max(1, initialRect.width), Math.max(1, initialRect.height), false);
// ----- Float-texture support check --------------------------------
// EXT_color_buffer_float is required to render INTO a float target
// on WebGL2. Without it, ping-pong won't work — bail out and let the
// wrapper fall back to the static gradient.
const gl = renderer.getContext() as WebGL2RenderingContext;
const floatExt = gl.getExtension('EXT_color_buffer_float');
if (!floatExt) {
// Tear down what we built and signal failure via the canvas
// remaining empty. The wrapper checks this synchronously before
// we even mount, so this is a belt-and-braces guard.
canvas.remove();
renderer.dispose();
return;
}
// ----- Scenes & camera --------------------------------------------
// Two scenes: one for the simulation pass (fullscreen quad), one
// for the actual particle render. Both use the same OrthographicCamera
// because everything is already in clip space.
const simScene = new THREE.Scene();
const renderScene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
// ----- Ping-pong render targets ------------------------------------
const rtParams: THREE.RenderTargetOptions = {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType,
depthBuffer: false,
stencilBuffer: false,
generateMipmaps: false,
};
let rtA = new THREE.WebGLRenderTarget(textureSize, textureSize, rtParams);
let rtB = new THREE.WebGLRenderTarget(textureSize, textureSize, rtParams);
// ----- Init pass: seed both targets with the starting field -------
const initMaterial = new THREE.ShaderMaterial({
vertexShader: simVertex,
fragmentShader: initFragment,
});
const fsQuad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), initMaterial);
simScene.add(fsQuad);
renderer.setRenderTarget(rtA);
renderer.render(simScene, camera);
renderer.setRenderTarget(rtB);
renderer.render(simScene, camera);
renderer.setRenderTarget(null);
// Swap in the actual sim material on the same quad.
const simUniforms = {
uPrev: { value: rtA.texture },
uTime: { value: 0 },
uDelta: { value: 1 / 60 },
uRingPos: { value: new THREE.Vector2(0, 0) },
uRingRadius: { value: 0.22 },
uRingWidth: { value: 0.05 },
uRingActive: { value: 0 },
uMotionScale: { value: motionScale },
};
const simMaterial = new THREE.ShaderMaterial({
vertexShader: simVertex,
fragmentShader: simFragment,
uniforms: simUniforms,
});
fsQuad.material = simMaterial;
initMaterial.dispose();
// ----- Particle geometry: one vertex per texel --------------------
const count = textureSize * textureSize;
const indexUvs = new Float32Array(count * 2);
const positionsAttr = new Float32Array(count * 3); // unused but required
for (let y = 0; y < textureSize; y++) {
for (let x = 0; x < textureSize; x++) {
const i = y * textureSize + x;
// Sample texels at their centers, not corners.
indexUvs[i * 2 + 0] = (x + 0.5) / textureSize;
indexUvs[i * 2 + 1] = (y + 0.5) / textureSize;
}
}
const particleGeo = new THREE.BufferGeometry();
particleGeo.setAttribute('position', new THREE.BufferAttribute(positionsAttr, 3));
particleGeo.setAttribute('aIndexUv', new THREE.BufferAttribute(indexUvs, 2));
// Tell Three.js never to frustum-cull this — positions live in
// the texture, not the bounding box of the buffer geometry.
particleGeo.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 10);
// Brand colors — read from --color-accent (#6366f1) and
// --color-success (#22c55e). Kept as constants here rather than
// reading from CSS variables: those resolve to oklch in modern
// Tailwind builds, which needs parsing. Hardcode the hex values
// the design system already commits to.
const colorCalm = new THREE.Color('#6366f1');
const colorHot = new THREE.Color('#22c55e');
const renderUniforms = {
uPositions: { value: rtB.texture },
feat(video): v10 hero video with mute toggle — voice + bg music Ships the long-form (71.5 s) hero video to the marketing /flow section along with the iteration trail of architectural visual fixes the owner worked through over the last sprint. ## Video composition (remotion/) Eight phases driven by the 71.47 s voice-over in `audio.mp3` plus the `Sub-bass Lullaby.wav` background music (ducked to 0.16 with fade in / fade out). Every scene was rebuilt for v10 with concrete fixes: - **HookScene** (12 s) — adds FloatingChaos overlay: a docker-compose excerpt, an oauth_callback.ts snippet, an .env file with a yellow squiggle warning ("in git history since v0.3.1"), and a live-ticking 502 retry toast. Tangle now reads as a developer's desktop right before they give up, not as four icons drifting. - **PromptScene** (12.2 s) — 6.5 s post-typing dead-zone replaced with the parse beat: three sequential highlights on the prompt text (MCP server / searches / Notion workspace), three chips below the input (intent / tool / secret → vault), three-stat summary panel (tools · 2, secrets · 1, targets · 3). At local frame 250 (≈ 21 s global, on the voice line "the prompt path and the secret path never cross") a mini two-rail diagram with an explicit X-marker ring lands, visualising the architectural promise the moment it's spoken. - **SecretsScene** (15.2 s) — kept the arrow-fork + AES-256 stamp + env-var injection beats; added the lock-snap flash at frame 66, pinned the vault at full opacity throughout, and added a dashed vault → container connector so the secret's provenance is visible. The "what the AI sees" panel is now 680 px wide with an eye icon, four corner viewfinder brackets around the prompt text, and three explicit denied lines (no secrets / no environment variables / no tokens). - **BuildScene** (7.2 s) — unchanged beats: streaming log, server card emerges with code + 🔒 NOTION_API_KEY slot pills, isolated- container caption, <60s countdown. - **IsolationScene** (14 s) — completely restructured. Orbit-and-dock chips that collided with the card and with the tokens-only badge are replaced by a clean vertical chip column at x=760: read-only filesystem · dropped capabilities · no new privileges · 512 MB memory cap · 0.5 CPU limit · ✓ your token only (last in green). A vault graphic now sits below the server card with a dashed arrow up into its env slot so the architecture story is complete in one frame. PKCE jargon removed: "OAuth 2.1 · PKCE" → "only your token gets in" with a small "oauth 2.1 · proof-key flow" subtitle for the curious. Handshake stages simplified to your client → verified → scoped token. Final settlement arrow in success-green curves from the scoped-token pill back into the card. - **LibraryScene** (7 s) — cards enlarged from 340×180 to 400×220 with 36 px gaps. The "templates carry code, not credentials" sub-caption was pulled (felt on-the-nose; the detached lock and empty NOTION_API_KEY=? slot carry the story visually). - **DiscoveryScene** (3 s) — the most-iterated scene. Earlier versions had a fake "1,200+ developers building" fork counter (pulled — solo-founder, hadn't earned). Replaced with a two-lane architecture diagram that visualises "no paths cross" literally: top lane prompt → AI → code, bottom lane vault → encrypted → env, both converging at the server box on the right. v10 refinements: all seven boxes visible from frame 0 (no late server arrival), a parallel glow tour walks across both lanes simultaneously, a dashed vertical divider with a "no shared node" chip pinned in the middle, and the closing line "One sentence in. Live server out." slides down from above and lands centred while the diagram fades to 0.12 opacity behind it — no overlap. - **LogoLockup** (1.7 s) — wordmark + fade-to-black for a clean loop seam. The Subtitle / CAPTIONS layer added in v7 was pulled wholesale — owner found the kinetic-typography overlay aggressive and noted that technical terms (PKCE etc.) created friction with no payoff. Scene visuals and voice now carry the whole story; the Subtitle component file is retained for possible future use. Render pipeline (`render:mp4` / `render:webm` / `render:poster` in remotion/package.json) is unchanged. The MP4 is post-processed to H.264 Main / yuv420p / TV-range with faststart + AAC audio. The WebM is re-encoded at VP9 CRF 38 / Opus 64k to stay under the 3 MB budget. Final artefacts in apps/web/public/videos/: 2.59 MB mp4, 2.99 MB webm, 62 KB poster. ## Web integration (apps/web/components/hero-video.tsx) New client component wraps the <video> element and pins a frosted- glass mute toggle bottom-right of the player. Why not native `controls`: the browser chrome fights the section's design vocabulary and we only need one affordance — unmute — so we render exactly that. The toggle's icon flips between VolumeX (currently muted) and Volume2 (currently unmuted), accent colour switches indigo when sound is on. Initial state is muted so autoplay still fires; on unmute we call .play() defensively because mobile Safari pauses on muted-property changes mid-playback. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 02:31:10 +02:00
// Bigger dots + higher base alpha = more volumetric "calm field"
// read at the load-in (was 1.8 / 0.42 — read as too thin, looked
// stuttery because individual particles were hard to track between
// frames). With these values the field has a denser cumulative
// glow without any change to the simulation itself.
uPointSize: { value: textureSize === 256 ? 2.8 : 3.6 },
feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
uDpr: { value: dpr },
uColorCalm: { value: colorCalm },
uColorHot: { value: colorHot },
feat(video): v10 hero video with mute toggle — voice + bg music Ships the long-form (71.5 s) hero video to the marketing /flow section along with the iteration trail of architectural visual fixes the owner worked through over the last sprint. ## Video composition (remotion/) Eight phases driven by the 71.47 s voice-over in `audio.mp3` plus the `Sub-bass Lullaby.wav` background music (ducked to 0.16 with fade in / fade out). Every scene was rebuilt for v10 with concrete fixes: - **HookScene** (12 s) — adds FloatingChaos overlay: a docker-compose excerpt, an oauth_callback.ts snippet, an .env file with a yellow squiggle warning ("in git history since v0.3.1"), and a live-ticking 502 retry toast. Tangle now reads as a developer's desktop right before they give up, not as four icons drifting. - **PromptScene** (12.2 s) — 6.5 s post-typing dead-zone replaced with the parse beat: three sequential highlights on the prompt text (MCP server / searches / Notion workspace), three chips below the input (intent / tool / secret → vault), three-stat summary panel (tools · 2, secrets · 1, targets · 3). At local frame 250 (≈ 21 s global, on the voice line "the prompt path and the secret path never cross") a mini two-rail diagram with an explicit X-marker ring lands, visualising the architectural promise the moment it's spoken. - **SecretsScene** (15.2 s) — kept the arrow-fork + AES-256 stamp + env-var injection beats; added the lock-snap flash at frame 66, pinned the vault at full opacity throughout, and added a dashed vault → container connector so the secret's provenance is visible. The "what the AI sees" panel is now 680 px wide with an eye icon, four corner viewfinder brackets around the prompt text, and three explicit denied lines (no secrets / no environment variables / no tokens). - **BuildScene** (7.2 s) — unchanged beats: streaming log, server card emerges with code + 🔒 NOTION_API_KEY slot pills, isolated- container caption, <60s countdown. - **IsolationScene** (14 s) — completely restructured. Orbit-and-dock chips that collided with the card and with the tokens-only badge are replaced by a clean vertical chip column at x=760: read-only filesystem · dropped capabilities · no new privileges · 512 MB memory cap · 0.5 CPU limit · ✓ your token only (last in green). A vault graphic now sits below the server card with a dashed arrow up into its env slot so the architecture story is complete in one frame. PKCE jargon removed: "OAuth 2.1 · PKCE" → "only your token gets in" with a small "oauth 2.1 · proof-key flow" subtitle for the curious. Handshake stages simplified to your client → verified → scoped token. Final settlement arrow in success-green curves from the scoped-token pill back into the card. - **LibraryScene** (7 s) — cards enlarged from 340×180 to 400×220 with 36 px gaps. The "templates carry code, not credentials" sub-caption was pulled (felt on-the-nose; the detached lock and empty NOTION_API_KEY=? slot carry the story visually). - **DiscoveryScene** (3 s) — the most-iterated scene. Earlier versions had a fake "1,200+ developers building" fork counter (pulled — solo-founder, hadn't earned). Replaced with a two-lane architecture diagram that visualises "no paths cross" literally: top lane prompt → AI → code, bottom lane vault → encrypted → env, both converging at the server box on the right. v10 refinements: all seven boxes visible from frame 0 (no late server arrival), a parallel glow tour walks across both lanes simultaneously, a dashed vertical divider with a "no shared node" chip pinned in the middle, and the closing line "One sentence in. Live server out." slides down from above and lands centred while the diagram fades to 0.12 opacity behind it — no overlap. - **LogoLockup** (1.7 s) — wordmark + fade-to-black for a clean loop seam. The Subtitle / CAPTIONS layer added in v7 was pulled wholesale — owner found the kinetic-typography overlay aggressive and noted that technical terms (PKCE etc.) created friction with no payoff. Scene visuals and voice now carry the whole story; the Subtitle component file is retained for possible future use. Render pipeline (`render:mp4` / `render:webm` / `render:poster` in remotion/package.json) is unchanged. The MP4 is post-processed to H.264 Main / yuv420p / TV-range with faststart + AAC audio. The WebM is re-encoded at VP9 CRF 38 / Opus 64k to stay under the 3 MB budget. Final artefacts in apps/web/public/videos/: 2.59 MB mp4, 2.99 MB webm, 62 KB poster. ## Web integration (apps/web/components/hero-video.tsx) New client component wraps the <video> element and pins a frosted- glass mute toggle bottom-right of the player. Why not native `controls`: the browser chrome fights the section's design vocabulary and we only need one affordance — unmute — so we render exactly that. The toggle's icon flips between VolumeX (currently muted) and Volume2 (currently unmuted), accent colour switches indigo when sound is on. Initial state is muted so autoplay still fires; on unmute we call .play() defensively because mobile Safari pauses on muted-property changes mid-playback. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 02:31:10 +02:00
uBaseAlpha: { value: 0.6 },
feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
};
const particleMat = new THREE.ShaderMaterial({
vertexShader: renderVertex,
fragmentShader: renderFragment,
uniforms: renderUniforms,
transparent: true,
depthTest: false,
depthWrite: false,
blending: THREE.AdditiveBlending,
});
const particles = new THREE.Points(particleGeo, particleMat);
renderScene.add(particles);
// ----- Pointer tracking ------------------------------------------
// Raw target (last pointer event), smoothed via EMA into the
// uniform each frame so the ring tracks fluidly even if events
// are sparse (touch / pen / throttled mouse).
const target = new THREE.Vector2(0, 0);
const smoothed = new THREE.Vector2(0, 0);
let hasPointer = false;
const updatePointerFromClient = (clientX: number, clientY: number) => {
const rect = container.getBoundingClientRect();
const x = ((clientX - rect.left) / rect.width) * 2 - 1;
// Flip Y so up is positive — matches clip space.
const y = -(((clientY - rect.top) / rect.height) * 2 - 1);
target.set(x, y);
hasPointer = true;
};
const onPointerMove = (e: PointerEvent) => {
updatePointerFromClient(e.clientX, e.clientY);
};
const onPointerLeave = () => {
hasPointer = false;
};
// Listen on window so the ring tracks even when the cursor is over
// the codeblocks/CTAs that sit above the canvas. The container is
// pointer-events:none-friendly because we read clientX/clientY.
window.addEventListener('pointermove', onPointerMove, { passive: true });
container.addEventListener('pointerleave', onPointerLeave, { passive: true });
// ----- Resize handling -------------------------------------------
const onResize = () => {
const rect = container.getBoundingClientRect();
if (rect.width < 1 || rect.height < 1) return;
renderer.setSize(rect.width, rect.height, false);
};
const ro = new ResizeObserver(onResize);
ro.observe(container);
// ----- Animation loop --------------------------------------------
const clock = new THREE.Clock();
let raf = 0;
let running = true;
// Defer the first frame to idle to keep LCP clean — the hero text
// is the LCP element and must paint before we start eating GPU.
const startLoop = () => {
const tick = () => {
if (!running) return;
raf = requestAnimationFrame(tick);
const delta = Math.min(clock.getDelta(), 1 / 30); // tab-switch guard
const t = clock.elapsedTime;
// Smooth the pointer position (EMA, alpha=0.15).
smoothed.x = smoothed.x * 0.85 + target.x * 0.15;
smoothed.y = smoothed.y * 0.85 + target.y * 0.15;
feat(video): v10 hero video with mute toggle — voice + bg music Ships the long-form (71.5 s) hero video to the marketing /flow section along with the iteration trail of architectural visual fixes the owner worked through over the last sprint. ## Video composition (remotion/) Eight phases driven by the 71.47 s voice-over in `audio.mp3` plus the `Sub-bass Lullaby.wav` background music (ducked to 0.16 with fade in / fade out). Every scene was rebuilt for v10 with concrete fixes: - **HookScene** (12 s) — adds FloatingChaos overlay: a docker-compose excerpt, an oauth_callback.ts snippet, an .env file with a yellow squiggle warning ("in git history since v0.3.1"), and a live-ticking 502 retry toast. Tangle now reads as a developer's desktop right before they give up, not as four icons drifting. - **PromptScene** (12.2 s) — 6.5 s post-typing dead-zone replaced with the parse beat: three sequential highlights on the prompt text (MCP server / searches / Notion workspace), three chips below the input (intent / tool / secret → vault), three-stat summary panel (tools · 2, secrets · 1, targets · 3). At local frame 250 (≈ 21 s global, on the voice line "the prompt path and the secret path never cross") a mini two-rail diagram with an explicit X-marker ring lands, visualising the architectural promise the moment it's spoken. - **SecretsScene** (15.2 s) — kept the arrow-fork + AES-256 stamp + env-var injection beats; added the lock-snap flash at frame 66, pinned the vault at full opacity throughout, and added a dashed vault → container connector so the secret's provenance is visible. The "what the AI sees" panel is now 680 px wide with an eye icon, four corner viewfinder brackets around the prompt text, and three explicit denied lines (no secrets / no environment variables / no tokens). - **BuildScene** (7.2 s) — unchanged beats: streaming log, server card emerges with code + 🔒 NOTION_API_KEY slot pills, isolated- container caption, <60s countdown. - **IsolationScene** (14 s) — completely restructured. Orbit-and-dock chips that collided with the card and with the tokens-only badge are replaced by a clean vertical chip column at x=760: read-only filesystem · dropped capabilities · no new privileges · 512 MB memory cap · 0.5 CPU limit · ✓ your token only (last in green). A vault graphic now sits below the server card with a dashed arrow up into its env slot so the architecture story is complete in one frame. PKCE jargon removed: "OAuth 2.1 · PKCE" → "only your token gets in" with a small "oauth 2.1 · proof-key flow" subtitle for the curious. Handshake stages simplified to your client → verified → scoped token. Final settlement arrow in success-green curves from the scoped-token pill back into the card. - **LibraryScene** (7 s) — cards enlarged from 340×180 to 400×220 with 36 px gaps. The "templates carry code, not credentials" sub-caption was pulled (felt on-the-nose; the detached lock and empty NOTION_API_KEY=? slot carry the story visually). - **DiscoveryScene** (3 s) — the most-iterated scene. Earlier versions had a fake "1,200+ developers building" fork counter (pulled — solo-founder, hadn't earned). Replaced with a two-lane architecture diagram that visualises "no paths cross" literally: top lane prompt → AI → code, bottom lane vault → encrypted → env, both converging at the server box on the right. v10 refinements: all seven boxes visible from frame 0 (no late server arrival), a parallel glow tour walks across both lanes simultaneously, a dashed vertical divider with a "no shared node" chip pinned in the middle, and the closing line "One sentence in. Live server out." slides down from above and lands centred while the diagram fades to 0.12 opacity behind it — no overlap. - **LogoLockup** (1.7 s) — wordmark + fade-to-black for a clean loop seam. The Subtitle / CAPTIONS layer added in v7 was pulled wholesale — owner found the kinetic-typography overlay aggressive and noted that technical terms (PKCE etc.) created friction with no payoff. Scene visuals and voice now carry the whole story; the Subtitle component file is retained for possible future use. Render pipeline (`render:mp4` / `render:webm` / `render:poster` in remotion/package.json) is unchanged. The MP4 is post-processed to H.264 Main / yuv420p / TV-range with faststart + AAC audio. The WebM is re-encoded at VP9 CRF 38 / Opus 64k to stay under the 3 MB budget. Final artefacts in apps/web/public/videos/: 2.59 MB mp4, 2.99 MB webm, 62 KB poster. ## Web integration (apps/web/components/hero-video.tsx) New client component wraps the <video> element and pins a frosted- glass mute toggle bottom-right of the player. Why not native `controls`: the browser chrome fights the section's design vocabulary and we only need one affordance — unmute — so we render exactly that. The toggle's icon flips between VolumeX (currently muted) and Volume2 (currently unmuted), accent colour switches indigo when sound is on. Initial state is muted so autoplay still fires; on unmute we call .play() defensively because mobile Safari pauses on muted-property changes mid-playback. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 02:31:10 +02:00
// Fade ring in/out when the pointer enters/leaves.
feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
const targetActive = hasPointer ? 1 : 0;
feat(video): v10 hero video with mute toggle — voice + bg music Ships the long-form (71.5 s) hero video to the marketing /flow section along with the iteration trail of architectural visual fixes the owner worked through over the last sprint. ## Video composition (remotion/) Eight phases driven by the 71.47 s voice-over in `audio.mp3` plus the `Sub-bass Lullaby.wav` background music (ducked to 0.16 with fade in / fade out). Every scene was rebuilt for v10 with concrete fixes: - **HookScene** (12 s) — adds FloatingChaos overlay: a docker-compose excerpt, an oauth_callback.ts snippet, an .env file with a yellow squiggle warning ("in git history since v0.3.1"), and a live-ticking 502 retry toast. Tangle now reads as a developer's desktop right before they give up, not as four icons drifting. - **PromptScene** (12.2 s) — 6.5 s post-typing dead-zone replaced with the parse beat: three sequential highlights on the prompt text (MCP server / searches / Notion workspace), three chips below the input (intent / tool / secret → vault), three-stat summary panel (tools · 2, secrets · 1, targets · 3). At local frame 250 (≈ 21 s global, on the voice line "the prompt path and the secret path never cross") a mini two-rail diagram with an explicit X-marker ring lands, visualising the architectural promise the moment it's spoken. - **SecretsScene** (15.2 s) — kept the arrow-fork + AES-256 stamp + env-var injection beats; added the lock-snap flash at frame 66, pinned the vault at full opacity throughout, and added a dashed vault → container connector so the secret's provenance is visible. The "what the AI sees" panel is now 680 px wide with an eye icon, four corner viewfinder brackets around the prompt text, and three explicit denied lines (no secrets / no environment variables / no tokens). - **BuildScene** (7.2 s) — unchanged beats: streaming log, server card emerges with code + 🔒 NOTION_API_KEY slot pills, isolated- container caption, <60s countdown. - **IsolationScene** (14 s) — completely restructured. Orbit-and-dock chips that collided with the card and with the tokens-only badge are replaced by a clean vertical chip column at x=760: read-only filesystem · dropped capabilities · no new privileges · 512 MB memory cap · 0.5 CPU limit · ✓ your token only (last in green). A vault graphic now sits below the server card with a dashed arrow up into its env slot so the architecture story is complete in one frame. PKCE jargon removed: "OAuth 2.1 · PKCE" → "only your token gets in" with a small "oauth 2.1 · proof-key flow" subtitle for the curious. Handshake stages simplified to your client → verified → scoped token. Final settlement arrow in success-green curves from the scoped-token pill back into the card. - **LibraryScene** (7 s) — cards enlarged from 340×180 to 400×220 with 36 px gaps. The "templates carry code, not credentials" sub-caption was pulled (felt on-the-nose; the detached lock and empty NOTION_API_KEY=? slot carry the story visually). - **DiscoveryScene** (3 s) — the most-iterated scene. Earlier versions had a fake "1,200+ developers building" fork counter (pulled — solo-founder, hadn't earned). Replaced with a two-lane architecture diagram that visualises "no paths cross" literally: top lane prompt → AI → code, bottom lane vault → encrypted → env, both converging at the server box on the right. v10 refinements: all seven boxes visible from frame 0 (no late server arrival), a parallel glow tour walks across both lanes simultaneously, a dashed vertical divider with a "no shared node" chip pinned in the middle, and the closing line "One sentence in. Live server out." slides down from above and lands centred while the diagram fades to 0.12 opacity behind it — no overlap. - **LogoLockup** (1.7 s) — wordmark + fade-to-black for a clean loop seam. The Subtitle / CAPTIONS layer added in v7 was pulled wholesale — owner found the kinetic-typography overlay aggressive and noted that technical terms (PKCE etc.) created friction with no payoff. Scene visuals and voice now carry the whole story; the Subtitle component file is retained for possible future use. Render pipeline (`render:mp4` / `render:webm` / `render:poster` in remotion/package.json) is unchanged. The MP4 is post-processed to H.264 Main / yuv420p / TV-range with faststart + AAC audio. The WebM is re-encoded at VP9 CRF 38 / Opus 64k to stay under the 3 MB budget. Final artefacts in apps/web/public/videos/: 2.59 MB mp4, 2.99 MB webm, 62 KB poster. ## Web integration (apps/web/components/hero-video.tsx) New client component wraps the <video> element and pins a frosted- glass mute toggle bottom-right of the player. Why not native `controls`: the browser chrome fights the section's design vocabulary and we only need one affordance — unmute — so we render exactly that. The toggle's icon flips between VolumeX (currently muted) and Volume2 (currently unmuted), accent colour switches indigo when sound is on. Initial state is muted so autoplay still fires; on unmute we call .play() defensively because mobile Safari pauses on muted-property changes mid-playback. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-28 02:31:10 +02:00
simUniforms.uRingActive.value =
simUniforms.uRingActive.value * 0.92 + targetActive * 0.08;
feat(web): hero redesign — cycling step rotator + full-width video section Restructures the landing page above-the-fold into two distinct sections: 1. **Hero — left copy + cycling tile, no static stack of three blocks** New `<HeroStepRotator>` (Framer Motion client component) shows ONE tile centred in the column, cycling prompt.txt → build.log → claude_desktop_config.json every 3.5s. Auto-advance pauses on hover and exposes a 3-dot tablist so users can jump to any step. The active dot grows wide with an accent glow. Mouse interaction: spring-smoothed 3D tilt on rotateX/rotateY plus a radial glow that translates toward the cursor — both driven by motion values, so the transforms stay on the GPU compositor instead of re-rendering on every mousemove. `useReducedMotion()` strips the tilt + glow translation and collapses the page transition to an instant cross-fade (the rotation itself still advances — it's content, not decoration). Hero padding tightened (py-12/14/16 vs py-14/20/28) so the video section below is teased above the fold. New scroll cue ("see it run" + animated chevron) sits at the bottom of the hero, anchored to #flow. 2. **Flow video — full-width edge-to-edge under the hero (new section)** The hero.mp4 / hero.webm pair moves out of the "How it works" section into its own #flow section. No max-w wrapper — it spans the viewport with `w-full aspect-video`, so on a 1080p monitor the video gets the full 1920px width. Adds a subtle radial vignette so the black edges blend into the page chrome. 3. **"How it works" — now lean** Video removed (it's the flow section now). Just the three textual cards as supporting copy. Adds `framer-motion@11.18.2` to apps/web/package.json. Build passes typecheck + Next.js production build with no new warnings; LCP path is untouched since the rotator is client-hydrated after first paint and Framer Motion is tree-shaken to the components we import. Note: visitors with `prefers-reduced-motion: reduce` will still see the video's poster instead of autoplay — Chrome blocks the network fetch entirely for autoplay media when reduced-motion is set. The flow video remains visible for the rest, and the step rotator continues to cycle its content (with instant cross-fade instead of slide+scale). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 12:05:28 +02:00
simUniforms.uTime.value = t;
simUniforms.uDelta.value = delta;
simUniforms.uRingPos.value.copy(smoothed);
// Sim pass: read rtA, write rtB.
simUniforms.uPrev.value = rtA.texture;
renderer.setRenderTarget(rtB);
renderer.render(simScene, camera);
renderer.setRenderTarget(null);
// Render pass: draw particles sampling rtB.
renderUniforms.uPositions.value = rtB.texture;
renderer.render(renderScene, camera);
// Swap.
const tmp = rtA;
rtA = rtB;
rtB = tmp;
};
tick();
};
let idleHandle: number | null = null;
const w = window as Window & {
requestIdleCallback?: (cb: IdleRequestCallback) => number;
cancelIdleCallback?: (h: number) => void;
};
if (typeof w.requestIdleCallback === 'function') {
idleHandle = w.requestIdleCallback(() => startLoop());
} else {
idleHandle = window.setTimeout(startLoop, 80);
}
// ----- Cleanup ----------------------------------------------------
// Three.js leaks GPU memory aggressively if we skip any of this.
return () => {
running = false;
if (raf) cancelAnimationFrame(raf);
if (idleHandle !== null) {
if (typeof w.cancelIdleCallback === 'function') {
w.cancelIdleCallback(idleHandle);
} else {
window.clearTimeout(idleHandle);
}
}
window.removeEventListener('pointermove', onPointerMove);
container.removeEventListener('pointerleave', onPointerLeave);
ro.disconnect();
particleGeo.dispose();
particleMat.dispose();
simMaterial.dispose();
(fsQuad.geometry as THREE.BufferGeometry).dispose();
rtA.dispose();
rtB.dispose();
renderer.dispose();
if (canvas.parentNode) canvas.parentNode.removeChild(canvas);
};
}, [textureSize, motionScale]);
// The container is the surface that receives pointer events.
// Visually transparent — the canvas it owns paints the field.
return (
<div
ref={containerRef}
aria-hidden="true"
className="absolute inset-0 size-full"
/>
);
}