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

@@ -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;