feat: particle cloud (no discrete dots) + geo-IP country preselect on login
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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>
This commit is contained in:
Marco Sadjadi
2026-05-27 13:17:20 +02:00
parent 035e55f00c
commit 6197ee7f5e
17 changed files with 1053 additions and 164 deletions

View File

@@ -10,6 +10,7 @@ import { accountRoutes } from './routes/account.js';
import { adminRoutes } from './routes/admin.js';
import { authRoutes } from './routes/auth.js';
import { billingRoutes } from './routes/billing.js';
import { geoRoutes } from './routes/geo.js';
import { oauthRoutes } from './routes/oauth.js';
import { serverRoutes } from './routes/servers.js';
import { settingsRoutes } from './routes/settings.js';
@@ -81,6 +82,7 @@ await app.register(templateRoutes);
await app.register(billingRoutes);
await app.register(supportRoutes);
await app.register(accountRoutes);
await app.register(geoRoutes);
// Loud warning if STRIPE_PRICE_* env vars are set to product ids (prod_…)
// instead of price ids (price_…). Stripe Checkout would silently 400 — easier

View File

@@ -0,0 +1,33 @@
import type { FastifyInstance } from 'fastify';
/**
* GET /v1/geo/country → { country: 'CH' | 'DE' | ... | null }
*
* Returns the country derived from Cloudflare's `CF-IPCountry` request
* header, which CF adds to every request before it reaches our origin.
* The header is an ISO-3166 alpha-2 code (or 'XX' for unknown / Tor).
*
* Used by the login page to pre-select the dial-code in the country
* picker for SMS auth — visitors hitting the page from Germany see +49
* already selected, etc. No IP is exposed to the client; only the
* country code.
*
* Returns `country: null` when:
* - Request is hitting the origin directly (dev / outside CF)
* - CF couldn't classify the IP ('XX' is normalised to null)
*
* Public route — no auth required. Reading a country code from a
* geo-IP header is not PII under GDPR / DSG.
*/
export async function geoRoutes(app: FastifyInstance) {
app.get('/v1/geo/country', async (req) => {
const raw = req.headers['cf-ipcountry'];
const header = Array.isArray(raw) ? raw[0] : raw;
if (!header) return { country: null };
const code = header.toUpperCase();
if (code === 'XX' || code === 'T1' || code.length !== 2) {
return { country: null };
}
return { country: code };
});
}

View File

@@ -231,6 +231,22 @@ export default function LoginPage() {
else if (p.sms) setMethod('phone');
})
.catch(() => undefined);
// Pre-select the country picker from the visitor's geo-IP. The
// backend reads Cloudflare's CF-IPCountry header (never the IP
// itself) and returns the ISO-3166 alpha-2 code. We only override
// the default 'CH' if the detected code is one we actually carry
// a dial code for — otherwise the picker would show "Select country".
apiFetch<{ country: string | null }>('/v1/geo/country')
.then((r) => {
const code = r.country;
if (!code) return;
if (COUNTRIES.some((c) => c.code === code)) {
setCountry(code);
}
})
.catch(() => undefined);
const err = new URLSearchParams(window.location.search).get('error');
if (err) setError(ERROR_COPY[err] ?? 'Sign-in failed. Please try again.');
}, []);

View File

@@ -23,6 +23,10 @@ interface Step {
// scrolling inside the tile. `whitespace-pre-wrap` on the <pre> below
// lets any remaining over-width tokens (e.g. someone shrinks the
// viewport to 320 px) wrap instead of overflowing.
// The prompt deliberately mentions the secret NAME (`NOTION_API_KEY`)
// but never its value — the value goes into the encrypted vault in a
// separate, backend-only flow (step 02 below). This wording mirrors
// what the actual product UI accepts.
const STEPS: Step[] = [
{
label: 'prompt.txt',
@@ -31,11 +35,20 @@ const STEPS: Step[] = [
searches our Notion workspace.
Tools: search_pages, get_page
Auth: NOTION_API_KEY`,
Needs: NOTION_API_KEY`,
},
{
label: 'secrets.vault',
badge: '02 · Secure',
code: `NOTION_API_KEY = secret_••••••3a8f
NOTION_DB_ID = db_••••••f12c
🔒 AES-256, encrypted at rest
never sent to the AI`,
},
{
label: 'build.log',
badge: '02 · Generate',
badge: '03 · Generate',
code: `✓ Generating spec (2 tools)
✓ Static checks passed
✓ Building image 17.2s
@@ -44,7 +57,7 @@ Auth: NOTION_API_KEY`,
},
{
label: 'claude.config.json',
badge: '03 · Connect',
badge: '04 · Connect',
code: `{
"mcpServers": {
"notion": {

View File

@@ -169,16 +169,18 @@ export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldPro
const renderUniforms = {
uPositions: { value: rtB.texture },
// 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 },
// Huge soft blobs at very low per-particle alpha → no individual
// dots are visible, but 65k of them additively composite into a
// continuous indigo cloud. This matches the brief "no white dots,
// just a glow." When dots were 2.8px at 0.6 alpha, dense areas
// saturated additive-blended into white; with 14px at 0.05 the
// saturation point is far above what 65k particles ever sum to,
// so the cloud stays indigo even at its brightest.
uPointSize: { value: textureSize === 256 ? 14.0 : 20.0 },
uDpr: { value: dpr },
uColorCalm: { value: colorCalm },
uColorHot: { value: colorHot },
uBaseAlpha: { value: 0.6 },
uBaseAlpha: { value: 0.055 },
};
const particleMat = new THREE.ShaderMaterial({
vertexShader: renderVertex,
@@ -250,10 +252,15 @@ export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldPro
smoothed.x = smoothed.x * 0.85 + target.x * 0.15;
smoothed.y = smoothed.y * 0.85 + target.y * 0.15;
// Fade ring in/out when the pointer enters/leaves.
// 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.
const targetActive = hasPointer ? 1 : 0;
simUniforms.uRingActive.value =
simUniforms.uRingActive.value * 0.92 + targetActive * 0.08;
const cur = simUniforms.uRingActive.value;
const alpha = targetActive > cur ? 0.14 : 0.012;
simUniforms.uRingActive.value = cur * (1 - alpha) + targetActive * alpha;
simUniforms.uTime.value = t;
simUniforms.uDelta.value = delta;

View File

@@ -136,28 +136,41 @@ export function ParticleHero() {
return () => reduce.removeEventListener('change', onReduceChange);
}, []);
// Static fallback: radial indigo glow + faint dotted mask.
// Used both for 'unknown' (pre-hydration) and 'fallback'.
// Static fallback: pure indigo radial glow, no dot grid. The
// dot-mask was confusing — it read as "stippled white texture"
// against the indigo glow rather than as resting particles. The
// cleaner, dotless gradient holds up better as a fallback.
if (cap.kind !== 'webgl') {
return (
<div
aria-hidden="true"
className="absolute inset-0 size-full overflow-hidden"
style={{
backgroundImage: [
// Soft indigo glow centered on the hero
'radial-gradient(60% 80% at 50% 45%, rgba(99,102,241,0.18), rgba(99,102,241,0) 70%)',
// Very faint dotted texture — reads as "field of particles
// at rest" rather than a flat gradient.
'radial-gradient(circle at 1px 1px, rgba(255,255,255,0.05) 1px, transparent 1.5px)',
].join(', '),
backgroundSize: '100% 100%, 24px 24px',
background:
'radial-gradient(65% 80% at 50% 45%, rgba(99,102,241,0.22), rgba(99,102,241,0) 72%)',
}}
/>
);
}
return <ParticleField textureSize={cap.textureSize} motionScale={cap.motionScale} />;
// WebGL path: an always-on indigo radial behind the canvas so the
// hero never feels visually empty (even between frames, even when the
// pointer is far away). The canvas paints the dynamic cloud + halo
// additively on top of this baseline glow — the result is "longer
// glow" without needing the simulation to keep a permanent ring on.
return (
<>
<div
aria-hidden="true"
className="pointer-events-none absolute inset-0 size-full"
style={{
background:
'radial-gradient(70% 85% at 50% 48%, rgba(99,102,241,0.22), rgba(99,102,241,0) 72%)',
}}
/>
<ParticleField textureSize={cap.textureSize} motionScale={cap.motionScale} />
</>
);
}
export default ParticleHero;

View File

@@ -162,18 +162,18 @@ export const simFragment = /* glsl */ `
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;
float fx0 = ringField(pos - vec2(h, 0.0));
float fx1 = ringField(pos + vec2(h, 0.0));
float fy0 = ringField(pos - vec2(0.0, h));
float fy1 = ringField(pos + vec2(0.0, h));
vec2 grad = vec2(fx1 - fx0, fy1 - fy0) / (2.0 * h);
float fieldHere = ringField(pos);
// Push along gradient — particles get nudged away from the ring crest.
// Magnitude is scaled by uMotionScale so reduced-motion users get a
// softer shove while the ring position still tracks at full fidelity.
vec2 ringVel = grad * fieldHere * 0.55 * uMotionScale;
// --- Mouse halo pull (attraction, not repulsion) ---
// Particles are drawn toward a soft halo orbiting the cursor —
// strongest at ~0.20 distance, fading both closer and farther.
// Closer-fade prevents the cloud from collapsing onto the cursor;
// farther-fade keeps the influence local. The result is a moving
// bright spot that follows the pointer with a continuous breathing
// ring of indigo around it, rather than the old outward push that
// hollowed the cloud where the cursor sat.
vec2 toMouse = uRingPos - pos;
float distToMouse = length(toMouse) + 0.001;
float halo = exp(-pow(distToMouse - 0.20, 2.0) * 22.0);
vec2 ringVel = (toMouse / distToMouse) * halo * 0.05 * uRingActive * uMotionScale;
// --- Soft containment toward origin if particle escaped ---
float r = length(pos);
@@ -247,14 +247,19 @@ export const renderFragment = /* glsl */ `
varying float vScale;
void main() {
// Disc SDF — anti-aliased round dot.
// Soft Gaussian blob — no hard disc edge. Combined with the bigger
// uPointSize on the JS side (14-20px vs the old 2.8) and the much
// lower uBaseAlpha (0.05 vs 0.6), individual particles disappear
// into a continuous indigo cloud. The exp() falloff means each blob
// contributes most at its centre and fades smoothly to nothing —
// adjacent blobs blend without seams, so 65k of them additively
// composite into a volumetric glow instead of a stipple texture.
float d = length(gl_PointCoord - 0.5);
float a = smoothstep(0.5, 0.42, d);
float a = exp(-d * d * 6.0);
if (a <= 0.001) discard;
// Velocity-driven mix: pin to indigo for typical drift, lerp toward
// green only on real shoves. The 0.04..0.18 band is roughly where
// ring pushes live; idle drift stays below 0.03.
// Velocity-driven mix kept, but with the new low base alpha the
// green tint is barely visible — by design. The cloud is calm.
float t = smoothstep(0.04, 0.18, vVel);
vec3 col = mix(uColorCalm, uColorHot, t);

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