2026-05-27 12:05:28 +02:00
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'use client';
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/**
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* ParticleField — GPGPU particle simulation backing the marketing hero.
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*
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* Lean Three.js, no @react-three/fiber. Renders a 256×256 (or 128×128
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* on lower-end devices) float texture of positions, ping-ponged each
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* frame through a sim shader, then drawn as gl_Points with an
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* anti-aliased disc SDF and additive blending.
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*
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* Callers MUST gate this behind the capability checks in `index.tsx` —
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* this component assumes WebGL2 + float-render-target support exists
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* and will throw if they don't.
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*/
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import { useEffect, useRef } from 'react';
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import * as THREE from 'three';
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import {
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initFragment,
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renderFragment,
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renderVertex,
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simFragment,
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simVertex,
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} from './shaders';
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export interface ParticleFieldProps {
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/** Sqrt of particle count. 256 → 65,536 particles, 128 → 16,384. */
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textureSize: 128 | 256;
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/**
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* Global multiplier on drift + ring-push velocity. 1.0 default; 0.5
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* for reduced-motion users. Pointer position is NOT scaled — the ring
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* still tracks the cursor at full fidelity, only the ambient motion
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* and the gradient-push are damped.
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*/
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motionScale?: number;
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}
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export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldProps) {
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const containerRef = useRef<HTMLDivElement | null>(null);
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useEffect(() => {
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const container = containerRef.current;
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if (!container) return;
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// ----- Renderer ---------------------------------------------------
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// alpha:true so the hero gradient/border behind the canvas shows
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// through where particles are sparse. premultipliedAlpha pairs with
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// the premultiplied output of the render fragment shader.
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const canvas = document.createElement('canvas');
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canvas.style.display = 'block';
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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container.appendChild(canvas);
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const renderer = new THREE.WebGLRenderer({
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canvas,
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antialias: false,
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alpha: true,
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premultipliedAlpha: true,
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powerPreference: 'high-performance',
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});
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renderer.setClearColor(0x000000, 0);
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// Clamp DPR — going above 2 on a 65k-particle field burns laptop GPUs
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// with negligible visual gain.
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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renderer.setPixelRatio(dpr);
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const initialRect = container.getBoundingClientRect();
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renderer.setSize(Math.max(1, initialRect.width), Math.max(1, initialRect.height), false);
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// ----- Float-texture support check --------------------------------
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// EXT_color_buffer_float is required to render INTO a float target
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// on WebGL2. Without it, ping-pong won't work — bail out and let the
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// wrapper fall back to the static gradient.
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const gl = renderer.getContext() as WebGL2RenderingContext;
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const floatExt = gl.getExtension('EXT_color_buffer_float');
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if (!floatExt) {
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// Tear down what we built and signal failure via the canvas
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// remaining empty. The wrapper checks this synchronously before
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// we even mount, so this is a belt-and-braces guard.
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canvas.remove();
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renderer.dispose();
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return;
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}
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// ----- Scenes & camera --------------------------------------------
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// Two scenes: one for the simulation pass (fullscreen quad), one
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// for the actual particle render. Both use the same OrthographicCamera
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// because everything is already in clip space.
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const simScene = new THREE.Scene();
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const renderScene = new THREE.Scene();
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const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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// ----- Ping-pong render targets ------------------------------------
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const rtParams: THREE.RenderTargetOptions = {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: THREE.RGBAFormat,
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type: THREE.FloatType,
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depthBuffer: false,
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stencilBuffer: false,
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generateMipmaps: false,
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};
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let rtA = new THREE.WebGLRenderTarget(textureSize, textureSize, rtParams);
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let rtB = new THREE.WebGLRenderTarget(textureSize, textureSize, rtParams);
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// ----- Init pass: seed both targets with the starting field -------
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const initMaterial = new THREE.ShaderMaterial({
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vertexShader: simVertex,
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fragmentShader: initFragment,
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});
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const fsQuad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), initMaterial);
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simScene.add(fsQuad);
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renderer.setRenderTarget(rtA);
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renderer.render(simScene, camera);
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renderer.setRenderTarget(rtB);
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renderer.render(simScene, camera);
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renderer.setRenderTarget(null);
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// Swap in the actual sim material on the same quad.
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const simUniforms = {
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uPrev: { value: rtA.texture },
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uTime: { value: 0 },
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uDelta: { value: 1 / 60 },
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uRingPos: { value: new THREE.Vector2(0, 0) },
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uRingRadius: { value: 0.22 },
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uRingWidth: { value: 0.05 },
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uRingActive: { value: 0 },
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uMotionScale: { value: motionScale },
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};
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const simMaterial = new THREE.ShaderMaterial({
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vertexShader: simVertex,
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fragmentShader: simFragment,
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uniforms: simUniforms,
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});
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fsQuad.material = simMaterial;
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initMaterial.dispose();
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// ----- Particle geometry: one vertex per texel --------------------
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const count = textureSize * textureSize;
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const indexUvs = new Float32Array(count * 2);
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const positionsAttr = new Float32Array(count * 3); // unused but required
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for (let y = 0; y < textureSize; y++) {
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for (let x = 0; x < textureSize; x++) {
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const i = y * textureSize + x;
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// Sample texels at their centers, not corners.
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indexUvs[i * 2 + 0] = (x + 0.5) / textureSize;
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indexUvs[i * 2 + 1] = (y + 0.5) / textureSize;
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}
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}
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const particleGeo = new THREE.BufferGeometry();
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particleGeo.setAttribute('position', new THREE.BufferAttribute(positionsAttr, 3));
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particleGeo.setAttribute('aIndexUv', new THREE.BufferAttribute(indexUvs, 2));
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// Tell Three.js never to frustum-cull this — positions live in
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// the texture, not the bounding box of the buffer geometry.
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particleGeo.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 10);
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// Brand colors — read from --color-accent (#6366f1) and
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// --color-success (#22c55e). Kept as constants here rather than
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// reading from CSS variables: those resolve to oklch in modern
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// Tailwind builds, which needs parsing. Hardcode the hex values
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// the design system already commits to.
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const colorCalm = new THREE.Color('#6366f1');
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const colorHot = new THREE.Color('#22c55e');
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const renderUniforms = {
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uPositions: { value: rtB.texture },
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feat: particle cloud (no discrete dots) + geo-IP country preselect on login
Two coordinated polish moves the owner asked for.
## 1. Hero particle field — "no white dots, just a glow that follows the mouse and is always in motion"
Previous tuning (uPointSize 2.8, uBaseAlpha 0.6) gave discrete indigo
dots that additively saturated to near-white in dense clusters. The
owner wanted no granular dots visible at all — a continuous indigo
cloud that the cursor pulls toward itself.
Changes:
- **Render fragment**: replaced the anti-aliased disc SDF
(`smoothstep(0.5, 0.42, d)` — hard edge) with a Gaussian falloff
(`exp(-d * d * 6.0)` — smooth blob, no edge). Each particle is now
a soft volume that blends seamlessly with neighbours.
- **Sim fragment**: replaced the outward-gradient ring push with a
mouse-halo attraction. Particles drift toward an ideal radius
(~0.20) around the cursor, with exp-bell falloff so they don't
collapse onto the cursor or feel influenced from across the canvas.
`ringField()` helper is now unused but kept for future use.
- **JS uniforms**: `uPointSize` 2.8→14 (256-tier) / 3.6→20 (128-tier);
`uBaseAlpha` 0.6→0.055. Individual particles are below the
perception threshold for "dot" but 65k of them additively composite
into a continuous cloud. With the much lower per-particle alpha,
the cumulative brightness never saturates to white.
- **ParticleField tick loop**: asymmetric ring-active fade — `alpha
= 0.14` ramping in (fast cursor response), `0.012` decaying out
(slow glow trail after the pointer moves away). Matches the brief
"glow longer + attractive to mouse but always in motion".
- **ParticleHero index.tsx**: added an always-on indigo radial
gradient behind the WebGL canvas, so the hero never reads as
visually empty between frames — the canvas additively paints the
dynamic cloud on top. Removed the white-dot stipple from the
static fallback (it was the most likely source of the "weisse
punkte" complaint for any visitor on the fallback path).
## 2. SMS login — pre-select country picker from visitor's geo-IP
The country picker on `/login` previously defaulted to `'CH'` for
everyone. Visitors from DE / AT / US / etc. had to manually scroll
to their dial code — small friction but it sits on the highest-stakes
conversion step in the funnel.
- **New API route** `apps/api/src/routes/geo.ts` →
`GET /v1/geo/country` returns `{ country: 'CH' | 'DE' | … | null }`
by reading Cloudflare's `CF-IPCountry` header. Public, no auth —
reading a 2-letter country code from a geo-IP header isn't PII
under GDPR / DSG. `'XX'` and `'T1'` (CF's "unknown" + Tor) are
normalised to `null`. Outside CF (dev), header is missing → null.
- **Login page** picks up the result in the existing `useEffect`,
guards against codes not in our country list, and calls `setCountry`
to override the `'CH'` default. Stays at `'CH'` if the detection
fails or the visitor is on a Tor exit. Verified live: the endpoint
returns `{"country":"DE"}` from CF's German edge.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:17:20 +02:00
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// Huge soft blobs at very low per-particle alpha → no individual
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// dots are visible, but 65k of them additively composite into a
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// continuous indigo cloud. This matches the brief "no white dots,
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// just a glow." When dots were 2.8px at 0.6 alpha, dense areas
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// saturated additive-blended into white; with 14px at 0.05 the
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// saturation point is far above what 65k particles ever sum to,
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// so the cloud stays indigo even at its brightest.
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uPointSize: { value: textureSize === 256 ? 14.0 : 20.0 },
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2026-05-27 12:05:28 +02:00
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uDpr: { value: dpr },
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uColorCalm: { value: colorCalm },
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uColorHot: { value: colorHot },
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feat: particle cloud (no discrete dots) + geo-IP country preselect on login
Two coordinated polish moves the owner asked for.
## 1. Hero particle field — "no white dots, just a glow that follows the mouse and is always in motion"
Previous tuning (uPointSize 2.8, uBaseAlpha 0.6) gave discrete indigo
dots that additively saturated to near-white in dense clusters. The
owner wanted no granular dots visible at all — a continuous indigo
cloud that the cursor pulls toward itself.
Changes:
- **Render fragment**: replaced the anti-aliased disc SDF
(`smoothstep(0.5, 0.42, d)` — hard edge) with a Gaussian falloff
(`exp(-d * d * 6.0)` — smooth blob, no edge). Each particle is now
a soft volume that blends seamlessly with neighbours.
- **Sim fragment**: replaced the outward-gradient ring push with a
mouse-halo attraction. Particles drift toward an ideal radius
(~0.20) around the cursor, with exp-bell falloff so they don't
collapse onto the cursor or feel influenced from across the canvas.
`ringField()` helper is now unused but kept for future use.
- **JS uniforms**: `uPointSize` 2.8→14 (256-tier) / 3.6→20 (128-tier);
`uBaseAlpha` 0.6→0.055. Individual particles are below the
perception threshold for "dot" but 65k of them additively composite
into a continuous cloud. With the much lower per-particle alpha,
the cumulative brightness never saturates to white.
- **ParticleField tick loop**: asymmetric ring-active fade — `alpha
= 0.14` ramping in (fast cursor response), `0.012` decaying out
(slow glow trail after the pointer moves away). Matches the brief
"glow longer + attractive to mouse but always in motion".
- **ParticleHero index.tsx**: added an always-on indigo radial
gradient behind the WebGL canvas, so the hero never reads as
visually empty between frames — the canvas additively paints the
dynamic cloud on top. Removed the white-dot stipple from the
static fallback (it was the most likely source of the "weisse
punkte" complaint for any visitor on the fallback path).
## 2. SMS login — pre-select country picker from visitor's geo-IP
The country picker on `/login` previously defaulted to `'CH'` for
everyone. Visitors from DE / AT / US / etc. had to manually scroll
to their dial code — small friction but it sits on the highest-stakes
conversion step in the funnel.
- **New API route** `apps/api/src/routes/geo.ts` →
`GET /v1/geo/country` returns `{ country: 'CH' | 'DE' | … | null }`
by reading Cloudflare's `CF-IPCountry` header. Public, no auth —
reading a 2-letter country code from a geo-IP header isn't PII
under GDPR / DSG. `'XX'` and `'T1'` (CF's "unknown" + Tor) are
normalised to `null`. Outside CF (dev), header is missing → null.
- **Login page** picks up the result in the existing `useEffect`,
guards against codes not in our country list, and calls `setCountry`
to override the `'CH'` default. Stays at `'CH'` if the detection
fails or the visitor is on a Tor exit. Verified live: the endpoint
returns `{"country":"DE"}` from CF's German edge.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:17:20 +02:00
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uBaseAlpha: { value: 0.055 },
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2026-05-27 12:05:28 +02:00
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};
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const particleMat = new THREE.ShaderMaterial({
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vertexShader: renderVertex,
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fragmentShader: renderFragment,
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uniforms: renderUniforms,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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const particles = new THREE.Points(particleGeo, particleMat);
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renderScene.add(particles);
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// ----- Pointer tracking ------------------------------------------
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// Raw target (last pointer event), smoothed via EMA into the
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// uniform each frame so the ring tracks fluidly even if events
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// are sparse (touch / pen / throttled mouse).
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const target = new THREE.Vector2(0, 0);
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const smoothed = new THREE.Vector2(0, 0);
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let hasPointer = false;
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const updatePointerFromClient = (clientX: number, clientY: number) => {
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const rect = container.getBoundingClientRect();
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const x = ((clientX - rect.left) / rect.width) * 2 - 1;
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// Flip Y so up is positive — matches clip space.
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const y = -(((clientY - rect.top) / rect.height) * 2 - 1);
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target.set(x, y);
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hasPointer = true;
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};
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const onPointerMove = (e: PointerEvent) => {
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updatePointerFromClient(e.clientX, e.clientY);
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};
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|
|
|
|
|
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: particle cloud (no discrete dots) + geo-IP country preselect on login
Two coordinated polish moves the owner asked for.
## 1. Hero particle field — "no white dots, just a glow that follows the mouse and is always in motion"
Previous tuning (uPointSize 2.8, uBaseAlpha 0.6) gave discrete indigo
dots that additively saturated to near-white in dense clusters. The
owner wanted no granular dots visible at all — a continuous indigo
cloud that the cursor pulls toward itself.
Changes:
- **Render fragment**: replaced the anti-aliased disc SDF
(`smoothstep(0.5, 0.42, d)` — hard edge) with a Gaussian falloff
(`exp(-d * d * 6.0)` — smooth blob, no edge). Each particle is now
a soft volume that blends seamlessly with neighbours.
- **Sim fragment**: replaced the outward-gradient ring push with a
mouse-halo attraction. Particles drift toward an ideal radius
(~0.20) around the cursor, with exp-bell falloff so they don't
collapse onto the cursor or feel influenced from across the canvas.
`ringField()` helper is now unused but kept for future use.
- **JS uniforms**: `uPointSize` 2.8→14 (256-tier) / 3.6→20 (128-tier);
`uBaseAlpha` 0.6→0.055. Individual particles are below the
perception threshold for "dot" but 65k of them additively composite
into a continuous cloud. With the much lower per-particle alpha,
the cumulative brightness never saturates to white.
- **ParticleField tick loop**: asymmetric ring-active fade — `alpha
= 0.14` ramping in (fast cursor response), `0.012` decaying out
(slow glow trail after the pointer moves away). Matches the brief
"glow longer + attractive to mouse but always in motion".
- **ParticleHero index.tsx**: added an always-on indigo radial
gradient behind the WebGL canvas, so the hero never reads as
visually empty between frames — the canvas additively paints the
dynamic cloud on top. Removed the white-dot stipple from the
static fallback (it was the most likely source of the "weisse
punkte" complaint for any visitor on the fallback path).
## 2. SMS login — pre-select country picker from visitor's geo-IP
The country picker on `/login` previously defaulted to `'CH'` for
everyone. Visitors from DE / AT / US / etc. had to manually scroll
to their dial code — small friction but it sits on the highest-stakes
conversion step in the funnel.
- **New API route** `apps/api/src/routes/geo.ts` →
`GET /v1/geo/country` returns `{ country: 'CH' | 'DE' | … | null }`
by reading Cloudflare's `CF-IPCountry` header. Public, no auth —
reading a 2-letter country code from a geo-IP header isn't PII
under GDPR / DSG. `'XX'` and `'T1'` (CF's "unknown" + Tor) are
normalised to `null`. Outside CF (dev), header is missing → null.
- **Login page** picks up the result in the existing `useEffect`,
guards against codes not in our country list, and calls `setCountry`
to override the `'CH'` default. Stays at `'CH'` if the detection
fails or the visitor is on a Tor exit. Verified live: the endpoint
returns `{"country":"DE"}` from CF's German edge.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:17:20 +02:00
|
|
|
|
// Asymmetric fade: ramp in quickly when the pointer enters, decay
|
|
|
|
|
|
// slowly when it leaves. The brief said "glow longer + attractive
|
|
|
|
|
|
// to mouse but always in motion" — fast ramp-in keeps the cursor
|
|
|
|
|
|
// feeling responsive, slow decay lets the glow linger after the
|
|
|
|
|
|
// pointer moves away rather than snapping off.
|
2026-05-27 12:05:28 +02:00
|
|
|
|
const targetActive = hasPointer ? 1 : 0;
|
feat: particle cloud (no discrete dots) + geo-IP country preselect on login
Two coordinated polish moves the owner asked for.
## 1. Hero particle field — "no white dots, just a glow that follows the mouse and is always in motion"
Previous tuning (uPointSize 2.8, uBaseAlpha 0.6) gave discrete indigo
dots that additively saturated to near-white in dense clusters. The
owner wanted no granular dots visible at all — a continuous indigo
cloud that the cursor pulls toward itself.
Changes:
- **Render fragment**: replaced the anti-aliased disc SDF
(`smoothstep(0.5, 0.42, d)` — hard edge) with a Gaussian falloff
(`exp(-d * d * 6.0)` — smooth blob, no edge). Each particle is now
a soft volume that blends seamlessly with neighbours.
- **Sim fragment**: replaced the outward-gradient ring push with a
mouse-halo attraction. Particles drift toward an ideal radius
(~0.20) around the cursor, with exp-bell falloff so they don't
collapse onto the cursor or feel influenced from across the canvas.
`ringField()` helper is now unused but kept for future use.
- **JS uniforms**: `uPointSize` 2.8→14 (256-tier) / 3.6→20 (128-tier);
`uBaseAlpha` 0.6→0.055. Individual particles are below the
perception threshold for "dot" but 65k of them additively composite
into a continuous cloud. With the much lower per-particle alpha,
the cumulative brightness never saturates to white.
- **ParticleField tick loop**: asymmetric ring-active fade — `alpha
= 0.14` ramping in (fast cursor response), `0.012` decaying out
(slow glow trail after the pointer moves away). Matches the brief
"glow longer + attractive to mouse but always in motion".
- **ParticleHero index.tsx**: added an always-on indigo radial
gradient behind the WebGL canvas, so the hero never reads as
visually empty between frames — the canvas additively paints the
dynamic cloud on top. Removed the white-dot stipple from the
static fallback (it was the most likely source of the "weisse
punkte" complaint for any visitor on the fallback path).
## 2. SMS login — pre-select country picker from visitor's geo-IP
The country picker on `/login` previously defaulted to `'CH'` for
everyone. Visitors from DE / AT / US / etc. had to manually scroll
to their dial code — small friction but it sits on the highest-stakes
conversion step in the funnel.
- **New API route** `apps/api/src/routes/geo.ts` →
`GET /v1/geo/country` returns `{ country: 'CH' | 'DE' | … | null }`
by reading Cloudflare's `CF-IPCountry` header. Public, no auth —
reading a 2-letter country code from a geo-IP header isn't PII
under GDPR / DSG. `'XX'` and `'T1'` (CF's "unknown" + Tor) are
normalised to `null`. Outside CF (dev), header is missing → null.
- **Login page** picks up the result in the existing `useEffect`,
guards against codes not in our country list, and calls `setCountry`
to override the `'CH'` default. Stays at `'CH'` if the detection
fails or the visitor is on a Tor exit. Verified live: the endpoint
returns `{"country":"DE"}` from CF's German edge.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:17:20 +02:00
|
|
|
|
const cur = simUniforms.uRingActive.value;
|
|
|
|
|
|
const alpha = targetActive > cur ? 0.14 : 0.012;
|
|
|
|
|
|
simUniforms.uRingActive.value = cur * (1 - alpha) + targetActive * alpha;
|
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"
|
|
|
|
|
|
/>
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|