2026-05-27 12:05:28 +02:00
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'use client';
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/**
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* ParticleHero — public entry to the WebGL particle background.
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*
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* Responsibilities (kept OUT of ParticleField so that component can
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* assume happy-path WebGL2):
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*
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* 1. WebGL2 missing → static gradient.
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* 2. Mobile / low-power profile → either 16k particles or skip.
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* 3. prefers-reduced-motion → still WebGL + cursor tracking, but
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* capped at 16k particles with halved drift and halved push
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* velocity. The ring still follows the cursor at full fidelity
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* because that's the interaction the user explicitly wants; we
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* only damp the *ambient* motion so the field reads as calm.
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* 4. Lazy-load Three.js via next/dynamic so the hero LCP text isn't
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* blocked by ~150kb of WebGL plumbing.
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*
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* The static fallback is a CSS-only radial gradient + faint dot mask.
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* It looks intentional, not broken — same color story as the live
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* particle field, just without motion.
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*/
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import dynamic from 'next/dynamic';
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import { useEffect, useState } from 'react';
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type Capability =
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| { kind: 'unknown' }
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| { kind: 'fallback' }
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| { kind: 'webgl'; textureSize: 128 | 256; motionScale: number };
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// Dynamic import keeps three out of the initial bundle. ssr:false
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// because there's no DOM/Canvas during SSR anyway.
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const ParticleField = dynamic(
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() => import('./ParticleField').then((m) => ({ default: m.ParticleField })),
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{
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ssr: false,
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// No loading UI — the static gradient already lives at z-0 above
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// until this resolves, and the canvas paints into the same slot.
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loading: () => null,
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},
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);
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/**
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* Detect WebGL2 + float-render-target support without keeping the
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* context around. We create a throwaway canvas, ask for `webgl2`, and
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* probe `EXT_color_buffer_float`. If anything fails we fall back.
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*
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* Runs sync-only in the browser; never during SSR.
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*/
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function detectWebGL2(): boolean {
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try {
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const c = document.createElement('canvas');
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const gl = c.getContext('webgl2');
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if (!gl) return false;
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const ext = gl.getExtension('EXT_color_buffer_float');
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// Losing context to ensure we don't leak the probe.
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const loseExt = gl.getExtension('WEBGL_lose_context');
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loseExt?.loseContext();
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return Boolean(ext);
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} catch {
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return false;
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}
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}
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export function ParticleHero() {
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// Start in 'unknown' so SSR markup matches the first client render —
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// the fallback gradient is rendered until we resolve capability, so
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// there's no flash either way.
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const [cap, setCap] = useState<Capability>({ kind: 'unknown' });
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useEffect(() => {
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// 1. WebGL2 + float targets — hard gate. Without these the sim
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// can't run at all, fall through to the static gradient.
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if (!detectWebGL2()) {
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setCap({ kind: 'fallback' });
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return;
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}
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const reduce = window.matchMedia('(prefers-reduced-motion: reduce)');
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/**
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* Pick the right particle tier for the device.
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*
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* Returns a non-fallback WebGL config OR null when the device is
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* too constrained to render the field at all (low-core phones).
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* Reduced-motion does NOT shrink the tier here — it's applied as
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* a separate motion scalar on top, because the user still wants
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* the cursor-tracking interaction.
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*/
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const pickTier = (): Capability => {
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// Heuristic: small viewport OR an absurd DPR (low-DPI phones lying
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// about retina) with no high-end signal. hardwareConcurrency is a
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// rough but free proxy; logical cores <= 4 on a small viewport is
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// a strong hint we shouldn't push 65k particles.
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const isNarrow = window.matchMedia('(max-width: 768px)').matches;
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const dpr = window.devicePixelRatio || 1;
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const cores = navigator.hardwareConcurrency ?? 4;
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const reduced = reduce.matches;
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// Motion-reduce caps drift + ring-push velocity at 50% but keeps
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// pointer position fidelity at 100%. 1.0 means "default motion".
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const motionScale = reduced ? 0.5 : 1.0;
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if (isNarrow) {
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// Phones: drop to 16k. Going lower than that and the field
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// visibly thins out; going higher and we cook batteries.
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// 4-core phones get the static fallback — those are the
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// budget Androids most likely to thermal-throttle.
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if (cores <= 4) {
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return { kind: 'fallback' };
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}
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return { kind: 'webgl', textureSize: 128, motionScale };
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}
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if (dpr > 2.5 && cores <= 4) {
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// High-DPI low-core — likely a low-end tablet.
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return { kind: 'webgl', textureSize: 128, motionScale };
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}
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// Desktop / capable tablet. Reduced-motion users get the same 128
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// tier as mobile — fewer particles means less ambient activity in
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// peripheral vision, which is what the motion preference is for.
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if (reduced) {
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return { kind: 'webgl', textureSize: 128, motionScale };
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}
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return { kind: 'webgl', textureSize: 256, motionScale };
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};
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setCap(pickTier());
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// Respond to motion-preference changes mid-session — re-pick the
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// tier so toggling the OS setting takes effect without a reload.
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const onReduceChange = () => setCap(pickTier());
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reduce.addEventListener('change', onReduceChange);
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return () => reduce.removeEventListener('change', onReduceChange);
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}, []);
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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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// Static fallback: pure indigo radial glow, no dot grid. The
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// dot-mask was confusing — it read as "stippled white texture"
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// against the indigo glow rather than as resting particles. The
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// cleaner, dotless gradient holds up better as a fallback.
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2026-05-27 12:05:28 +02:00
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if (cap.kind !== 'webgl') {
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return (
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<div
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aria-hidden="true"
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className="absolute inset-0 size-full overflow-hidden"
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style={{
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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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background:
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'radial-gradient(65% 80% at 50% 45%, rgba(99,102,241,0.22), rgba(99,102,241,0) 72%)',
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2026-05-27 12:05:28 +02:00
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}}
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/>
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);
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}
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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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// WebGL path: an always-on indigo radial behind the canvas so the
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// hero never feels visually empty (even between frames, even when the
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// pointer is far away). The canvas paints the dynamic cloud + halo
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// additively on top of this baseline glow — the result is "longer
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// glow" without needing the simulation to keep a permanent ring on.
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return (
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<>
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<div
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aria-hidden="true"
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className="pointer-events-none absolute inset-0 size-full"
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style={{
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background:
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'radial-gradient(70% 85% at 50% 48%, rgba(99,102,241,0.22), rgba(99,102,241,0) 72%)',
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}}
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/>
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<ParticleField textureSize={cap.textureSize} motionScale={cap.motionScale} />
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</>
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);
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2026-05-27 12:05:28 +02:00
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}
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export default ParticleHero;
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