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:
@@ -23,6 +23,10 @@ interface Step {
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// scrolling inside the tile. `whitespace-pre-wrap` on the <pre> below
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// lets any remaining over-width tokens (e.g. someone shrinks the
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// viewport to 320 px) wrap instead of overflowing.
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// The prompt deliberately mentions the secret NAME (`NOTION_API_KEY`)
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// but never its value — the value goes into the encrypted vault in a
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// separate, backend-only flow (step 02 below). This wording mirrors
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// what the actual product UI accepts.
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const STEPS: Step[] = [
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{
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label: 'prompt.txt',
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@@ -31,11 +35,20 @@ const STEPS: Step[] = [
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searches our Notion workspace.
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Tools: search_pages, get_page
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Auth: NOTION_API_KEY`,
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Needs: NOTION_API_KEY`,
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},
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{
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label: 'secrets.vault',
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badge: '02 · Secure',
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code: `NOTION_API_KEY = secret_••••••3a8f
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NOTION_DB_ID = db_••••••f12c
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🔒 AES-256, encrypted at rest
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never sent to the AI`,
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},
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{
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label: 'build.log',
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badge: '02 · Generate',
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badge: '03 · Generate',
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code: `✓ Generating spec (2 tools)
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✓ Static checks passed
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✓ Building image 17.2s
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@@ -44,7 +57,7 @@ Auth: NOTION_API_KEY`,
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},
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{
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label: 'claude.config.json',
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badge: '03 · Connect',
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badge: '04 · Connect',
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code: `{
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"mcpServers": {
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"notion": {
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@@ -169,16 +169,18 @@ export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldPro
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const renderUniforms = {
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uPositions: { value: rtB.texture },
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// Bigger dots + higher base alpha = more volumetric "calm field"
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// read at the load-in (was 1.8 / 0.42 — read as too thin, looked
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// stuttery because individual particles were hard to track between
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// frames). With these values the field has a denser cumulative
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// glow without any change to the simulation itself.
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uPointSize: { value: textureSize === 256 ? 2.8 : 3.6 },
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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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uDpr: { value: dpr },
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uColorCalm: { value: colorCalm },
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uColorHot: { value: colorHot },
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uBaseAlpha: { value: 0.6 },
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uBaseAlpha: { value: 0.055 },
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};
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const particleMat = new THREE.ShaderMaterial({
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vertexShader: renderVertex,
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@@ -250,10 +252,15 @@ export function ParticleField({ textureSize, motionScale = 1 }: ParticleFieldPro
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smoothed.x = smoothed.x * 0.85 + target.x * 0.15;
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smoothed.y = smoothed.y * 0.85 + target.y * 0.15;
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// Fade ring in/out when the pointer enters/leaves.
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// Asymmetric fade: ramp in quickly when the pointer enters, decay
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// slowly when it leaves. The brief said "glow longer + attractive
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// to mouse but always in motion" — fast ramp-in keeps the cursor
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// feeling responsive, slow decay lets the glow linger after the
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// pointer moves away rather than snapping off.
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const targetActive = hasPointer ? 1 : 0;
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simUniforms.uRingActive.value =
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simUniforms.uRingActive.value * 0.92 + targetActive * 0.08;
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const cur = simUniforms.uRingActive.value;
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const alpha = targetActive > cur ? 0.14 : 0.012;
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simUniforms.uRingActive.value = cur * (1 - alpha) + targetActive * alpha;
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simUniforms.uTime.value = t;
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simUniforms.uDelta.value = delta;
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@@ -136,28 +136,41 @@ export function ParticleHero() {
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return () => reduce.removeEventListener('change', onReduceChange);
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}, []);
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// Static fallback: radial indigo glow + faint dotted mask.
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// Used both for 'unknown' (pre-hydration) and 'fallback'.
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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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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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backgroundImage: [
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// Soft indigo glow centered on the hero
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'radial-gradient(60% 80% at 50% 45%, rgba(99,102,241,0.18), rgba(99,102,241,0) 70%)',
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// Very faint dotted texture — reads as "field of particles
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// at rest" rather than a flat gradient.
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'radial-gradient(circle at 1px 1px, rgba(255,255,255,0.05) 1px, transparent 1.5px)',
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].join(', '),
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backgroundSize: '100% 100%, 24px 24px',
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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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}}
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/>
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);
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}
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return <ParticleField textureSize={cap.textureSize} motionScale={cap.motionScale} />;
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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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}
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export default ParticleHero;
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@@ -162,18 +162,18 @@ export const simFragment = /* glsl */ `
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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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float fx0 = ringField(pos - vec2(h, 0.0));
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float fx1 = ringField(pos + vec2(h, 0.0));
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float fy0 = ringField(pos - vec2(0.0, h));
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float fy1 = ringField(pos + vec2(0.0, h));
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vec2 grad = vec2(fx1 - fx0, fy1 - fy0) / (2.0 * h);
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float fieldHere = ringField(pos);
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// Push along gradient — particles get nudged away from the ring crest.
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// Magnitude is scaled by uMotionScale so reduced-motion users get a
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// softer shove while the ring position still tracks at full fidelity.
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vec2 ringVel = grad * fieldHere * 0.55 * uMotionScale;
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// --- Mouse halo pull (attraction, not repulsion) ---
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// Particles are drawn toward a soft halo orbiting the cursor —
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// strongest at ~0.20 distance, fading both closer and farther.
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// Closer-fade prevents the cloud from collapsing onto the cursor;
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// farther-fade keeps the influence local. The result is a moving
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// bright spot that follows the pointer with a continuous breathing
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// ring of indigo around it, rather than the old outward push that
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// hollowed the cloud where the cursor sat.
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vec2 toMouse = uRingPos - pos;
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float distToMouse = length(toMouse) + 0.001;
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float halo = exp(-pow(distToMouse - 0.20, 2.0) * 22.0);
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vec2 ringVel = (toMouse / distToMouse) * halo * 0.05 * uRingActive * uMotionScale;
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// --- Soft containment toward origin if particle escaped ---
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float r = length(pos);
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@@ -247,14 +247,19 @@ export const renderFragment = /* glsl */ `
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varying float vScale;
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void main() {
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// Disc SDF — anti-aliased round dot.
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// Soft Gaussian blob — no hard disc edge. Combined with the bigger
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// uPointSize on the JS side (14-20px vs the old 2.8) and the much
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// lower uBaseAlpha (0.05 vs 0.6), individual particles disappear
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// into a continuous indigo cloud. The exp() falloff means each blob
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// contributes most at its centre and fades smoothly to nothing —
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// adjacent blobs blend without seams, so 65k of them additively
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// composite into a volumetric glow instead of a stipple texture.
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float d = length(gl_PointCoord - 0.5);
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float a = smoothstep(0.5, 0.42, d);
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float a = exp(-d * d * 6.0);
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if (a <= 0.001) discard;
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// Velocity-driven mix: pin to indigo for typical drift, lerp toward
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// green only on real shoves. The 0.04..0.18 band is roughly where
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// ring pushes live; idle drift stays below 0.03.
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// Velocity-driven mix kept, but with the new low base alpha the
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// green tint is barely visible — by design. The cloud is calm.
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float t = smoothstep(0.04, 0.18, vVel);
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vec3 col = mix(uColorCalm, uColorHot, t);
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