diff --git a/apps/web/app/(marketing)/page.tsx b/apps/web/app/(marketing)/page.tsx index 6438d07..c49e148 100644 --- a/apps/web/app/(marketing)/page.tsx +++ b/apps/web/app/(marketing)/page.tsx @@ -5,6 +5,7 @@ import { PulseLink } from '@/components/pulse'; import { ScrollCue } from '@/components/scroll-cue'; import { StaticCodeBlock } from '@/components/static-code-block'; import { FAQ, faqJsonLd } from '@/lib/seo'; +import { ChevronDown } from 'lucide-react'; import Link from 'next/link'; const PROMPT_EXAMPLE = `Create an MCP server that searches our Notion workspace. @@ -351,17 +352,33 @@ export default function Landing() { - {/* FAQ */} + {/* FAQ — collapsible accordion using native
. Crawlers + and screen readers still see the full Q+A in the HTML; users + see one question at a time and expand on demand. No JS, no + state, semantically correct. `list-none` + the WebKit-marker + pseudo-class suppress the default disclosure triangle so we + can render our own chevron that rotates via `group-open`. */}
-
+

FAQ

-
+
{FAQ.map((f) => ( -
-

{f.q}

-

{f.a}

-
+
+ + {f.q} + + +

+ {f.a} +

+
))}
diff --git a/apps/web/components/hero-step-rotator.tsx b/apps/web/components/hero-step-rotator.tsx index 511ffee..c075558 100644 --- a/apps/web/components/hero-step-rotator.tsx +++ b/apps/web/components/hero-step-rotator.tsx @@ -16,31 +16,39 @@ interface Step { code: string; } +// Snippets are deliberately short — they have to fit in a tile that +// shrinks to roughly 295 px wide on a 375 px mobile viewport, with +// monospace 12.5 px. Long lines (URLs especially) get truncated to a +// recognisable shape (`mcp/notion-x9`) so we never need horizontal +// scrolling inside the tile. `whitespace-pre-wrap` on the
 below
+// lets any remaining over-width tokens (e.g. someone shrinks the
+// viewport to 320 px) wrap instead of overflowing.
 const STEPS: Step[] = [
   {
     label: 'prompt.txt',
     badge: '01 · Describe',
-    code: `Create an MCP server that searches our Notion workspace.
-Tools: search_pages, get_page_content.
-Auth: NOTION_API_KEY.`,
+    code: `Build an MCP server that
+searches our Notion workspace.
+
+Tools: search_pages, get_page
+Auth: NOTION_API_KEY`,
   },
   {
     label: 'build.log',
     badge: '02 · Generate',
-    code: `> Generating spec...               OK  (2 tools)
-> Static checks                    OK
-> Building image bmm-mcp-notion    OK  17.2s
-> Deploying container              OK
-> Live at https://notion-x9.mcp.buildmymcpserver.com
-> First request: 401 → token → 200 OK`,
+    code: `✓ Generating spec   (2 tools)
+✓ Static checks     passed
+✓ Building image    17.2s
+✓ Deploying         ok
+✓ Live  →  mcp/notion-x9`,
   },
   {
-    label: 'claude_desktop_config.json',
+    label: 'claude.config.json',
     badge: '03 · Connect',
     code: `{
   "mcpServers": {
     "notion": {
-      "url": "https://notion-x9.mcp.buildmymcpserver.com/mcp",
+      "url": ".../notion-x9/mcp",
       "auth": "oauth2"
     }
   }
@@ -161,7 +169,7 @@ export function HeroStepRotator() {
                 {current.badge}
               
             
-
+            
               {current.code}
             
diff --git a/apps/web/components/particle-hero/ParticleField.tsx b/apps/web/components/particle-hero/ParticleField.tsx index 8217850..9f225bf 100644 --- a/apps/web/components/particle-hero/ParticleField.tsx +++ b/apps/web/components/particle-hero/ParticleField.tsx @@ -169,11 +169,16 @@ export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldPro const renderUniforms = { uPositions: { value: rtB.texture }, - uPointSize: { value: textureSize === 256 ? 1.8 : 2.4 }, + // 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 }, uDpr: { value: dpr }, uColorCalm: { value: colorCalm }, uColorHot: { value: colorHot }, - uBaseAlpha: { value: 0.42 }, + uBaseAlpha: { value: 0.6 }, }; const particleMat = new THREE.ShaderMaterial({ vertexShader: renderVertex, diff --git a/apps/web/components/particle-hero/shaders.ts b/apps/web/components/particle-hero/shaders.ts index 29f4494..7f15b5c 100644 --- a/apps/web/components/particle-hero/shaders.ts +++ b/apps/web/components/particle-hero/shaders.ts @@ -121,11 +121,14 @@ export const simFragment = /* glsl */ ` float r = length(d); float ang = atan(d.y, d.x); - // Breathing distortion of the radius itself. - float noise = snoise(p * 4.0 + uTime * 0.35) * 0.05; + // Breathing distortion of the radius itself. Time scale tuned + // down (was 0.35 → 0.22) so the ring "breathes" rather than + // pulsates, which used to read as visual stutter on slow drift. + float noise = snoise(p * 4.0 + uTime * 0.22) * 0.05; // Polar wave — a slow rippling around the circumference. - float wave = sin(ang * 5.0 + uTime * 1.2) * 0.012 - + cos(ang * 3.0 - uTime * 0.7) * 0.010; + // Same calming pass on both phases. + float wave = sin(ang * 5.0 + uTime * 0.7) * 0.012 + + cos(ang * 3.0 - uTime * 0.42) * 0.010; float rr = r + noise + wave; // Three bands of different thickness at slightly offset radii. @@ -149,10 +152,15 @@ export const simFragment = /* glsl */ ` // --- Idle drift: rotational simplex-noise current --- // Time is scaled by uMotionScale so reduced-motion users get a // calmer field that evolves at half speed. + // Noise-evolution speed dropped from 0.08 → 0.045 (almost halved) + // and velocity magnitude from 0.045 → 0.028. The combination kills + // the perceived stutter — each particle now moves slowly enough + // that the eye tracks individual motion as smooth drift rather + // than as jerky per-frame teleportation. float driftTime = uTime * uMotionScale; - float n1 = snoise(pos * 1.6 + vec2(driftTime * 0.08, 0.0)); - float n2 = snoise(pos * 1.6 + vec2(0.0, driftTime * 0.08) + 53.7); - vec2 driftVel = vec2(-n2, n1) * 0.045 * uMotionScale; // curl-like rotation + float n1 = snoise(pos * 1.6 + vec2(driftTime * 0.045, 0.0)); + float n2 = snoise(pos * 1.6 + vec2(0.0, driftTime * 0.045) + 53.7); + vec2 driftVel = vec2(-n2, n1) * 0.028 * uMotionScale; // curl-like rotation // --- Ring push: gradient of the ring field, pointing outward --- float h = 0.003; diff --git a/remotion/package.json b/remotion/package.json index 0ebd8db..10a7486 100644 --- a/remotion/package.json +++ b/remotion/package.json @@ -6,7 +6,7 @@ "studio": "remotion studio src/index.ts", "render:mp4": "remotion render src/index.ts HeroVideo out/hero-raw.mp4 --codec h264 --crf 28 --pixel-format yuv420p && node scripts/postprocess.mjs", "render:webm": "remotion render src/index.ts HeroVideo out/hero.webm --codec vp9 --crf 32", - "render:poster": "remotion still src/index.ts HeroVideo out/hero-poster.jpg --frame 180 --image-format jpeg --jpeg-quality 85", + "render:poster": "remotion still src/index.ts HeroVideo out/hero-poster.jpg --frame 210 --image-format jpeg --jpeg-quality 85", "render:all": "pnpm render:mp4 && pnpm render:webm && pnpm render:poster", "to-web": "node scripts/publish-to-web.mjs", "build": "pnpm render:all && pnpm to-web" diff --git a/remotion/src/HeroVideo.tsx b/remotion/src/HeroVideo.tsx index 40d9604..22c62a9 100644 --- a/remotion/src/HeroVideo.tsx +++ b/remotion/src/HeroVideo.tsx @@ -1,76 +1,105 @@ import { AbsoluteFill, useCurrentFrame, useVideoConfig, interpolate } from 'remotion'; import { C } from './lib/colors'; +import { clampLerp } from './lib/easings'; import { PromptScene } from './scenes/PromptScene'; -import { TransformScene } from './scenes/TransformScene'; -import { ServerScene } from './scenes/ServerScene'; +import { BuildScene } from './scenes/BuildScene'; +import { LibraryScene } from './scenes/LibraryScene'; +import { DiscoveryScene } from './scenes/DiscoveryScene'; export const HERO_FPS = 30; -export const HERO_DURATION_FRAMES = 240; // 8s +export const HERO_DURATION_FRAMES = 300; // 10s -// Scene timing — frame ranges, inclusive on start, exclusive on end. -// Beats overlap intentionally at the edges so transitions cross-fade -// rather than hard-cut. The last 12 frames fade the whole canvas to -// black so the loop seam disappears (frame 0 starts equally dark). +// Scene timing. Each beat overlaps the next by ~6 frames so the +// transitions crossfade rather than hard-cut. +// +// P1 prompt [ 0, 81) +// P2 build [ 75, 171) +// P3 library [165, 246) +// P4 discovery [240, 300) export const BEAT = { - prompt: { in: 0, out: 70 }, - transform: { in: 55, out: 165 }, - server: { in: 150, out: 240 }, + prompt: { in: 0, out: 81 }, + build: { in: 75, out: 171 }, + library: { in: 165, out: 246 }, + discovery: { in: 240, out: 300 }, } as const; +const FADE_FRAMES = 12; + export function HeroVideo() { const frame = useCurrentFrame(); const { fps } = useVideoConfig(); - // Loop-clean: ramp opacity to 0 over the last 12 frames so frame 239 ≈ + // Loop-clean: ramp opacity to 0 over the last 12 frames so frame 299 ≈ // frame 0 (both essentially-black). Browser