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:
@@ -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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