feat(web): mobile-fit hero tiles + voluminous calmer particle field + FAQ accordion
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Three coordinated polish items requested: 1. **Hero step-rotator tiles fit mobile without horizontal scroll.** The previous snippets contained a 50+ char `Live at https://notion-x9.mcp.buildmymcpserver.com` URL that overflowed the ~295 px text area on a 375 px viewport. Rewrote all three snippets to be naturally short — same product story, no full URLs. The <pre> drops `overflow-x-auto` and gains `whitespace-pre-wrap break-words` so any token that does exceed the column wraps gracefully instead of forcing a scrollbar. 2. **ParticleHero — more volumetric, slower, steadier at load-in.** The "stuttery / too fast" feedback came from two issues compounding: tiny dots (1.8 px on 256-tier, with 0.42 base alpha) gave the eye too few pixels to track between frames, so individual particles read as snapping rather than drifting; and the simplex-noise drift evolved at 0.08 time-scale with 0.045 velocity, fast enough that frame-to-frame deltas exceeded a tracked particle's diameter. Render uniforms tuned: - `uPointSize` 1.8 → 2.8 (256-tier), 2.4 → 3.6 (128-tier) - `uBaseAlpha` 0.42 → 0.60 Simulation shader tuned: - Drift noise time scale 0.08 → 0.045 (the most impactful single change — particles now move at half the previous speed) - Drift velocity magnitude 0.045 → 0.028 - Ring breathing noise time scale 0.35 → 0.22 - Ring polar-wave time scales 1.2 / 0.7 → 0.7 / 0.42 Net effect: same number of particles (65k) but each individually larger, brighter, and moving more slowly. The cumulative additive bloom is denser without the jitter that read as visual stutter. 3. **FAQ collapsed into a native `<details>` accordion.** Crawlers and screen readers still see every Q+A in the SSR'd HTML — `<details><summary>...</summary><p>answer</p></details>` is the standard semantic pattern for disclosure widgets. Users see one question at a time and expand on demand, which keeps the page from feeling like an endless wall of marketing text below the fold. Container narrowed `max-w-6xl` → `max-w-3xl` for accordion typography (long-form prose reads better single-column). The default WebKit disclosure-triangle marker is suppressed with `list-none` + `[&_summary::-webkit-details-marker]:hidden`, and a `lucide-react` `ChevronDown` icon rotates 180° via `group-open:rotate-180` to indicate state. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -121,11 +121,14 @@ export const simFragment = /* glsl */ `
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float r = length(d);
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float ang = atan(d.y, d.x);
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// Breathing distortion of the radius itself.
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float noise = snoise(p * 4.0 + uTime * 0.35) * 0.05;
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// Breathing distortion of the radius itself. Time scale tuned
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// down (was 0.35 → 0.22) so the ring "breathes" rather than
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// pulsates, which used to read as visual stutter on slow drift.
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float noise = snoise(p * 4.0 + uTime * 0.22) * 0.05;
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// Polar wave — a slow rippling around the circumference.
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float wave = sin(ang * 5.0 + uTime * 1.2) * 0.012
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+ cos(ang * 3.0 - uTime * 0.7) * 0.010;
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// Same calming pass on both phases.
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float wave = sin(ang * 5.0 + uTime * 0.7) * 0.012
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+ cos(ang * 3.0 - uTime * 0.42) * 0.010;
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float rr = r + noise + wave;
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// Three bands of different thickness at slightly offset radii.
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@@ -149,10 +152,15 @@ export const simFragment = /* glsl */ `
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// --- Idle drift: rotational simplex-noise current ---
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// Time is scaled by uMotionScale so reduced-motion users get a
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// calmer field that evolves at half speed.
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// Noise-evolution speed dropped from 0.08 → 0.045 (almost halved)
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// and velocity magnitude from 0.045 → 0.028. The combination kills
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// the perceived stutter — each particle now moves slowly enough
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// that the eye tracks individual motion as smooth drift rather
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// than as jerky per-frame teleportation.
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float driftTime = uTime * uMotionScale;
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float n1 = snoise(pos * 1.6 + vec2(driftTime * 0.08, 0.0));
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float n2 = snoise(pos * 1.6 + vec2(0.0, driftTime * 0.08) + 53.7);
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vec2 driftVel = vec2(-n2, n1) * 0.045 * uMotionScale; // curl-like rotation
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float n1 = snoise(pos * 1.6 + vec2(driftTime * 0.045, 0.0));
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float n2 = snoise(pos * 1.6 + vec2(0.0, driftTime * 0.045) + 53.7);
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vec2 driftVel = vec2(-n2, n1) * 0.028 * uMotionScale; // curl-like rotation
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// --- Ring push: gradient of the ring field, pointing outward ---
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float h = 0.003;
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