rework the landing layout, revert the torus and heavy glass

The torus backdrop and film-grain glass were too much, so this goes back
to the quieter dithered field and the lighter frosted surfaces, keeping
the light-theme and status-chip removals from the previous commit.

The hero now lays out as a three-part grid: the photo pinned to the top
left, the contact buttons directly under it, and the text column beside
them, so the left column carries weight instead of leaving ragged space.
The contact buttons lose their labels and become 48px icon squares that
line up exactly with the width of the photo. On narrow screens the photo
drops out and the contact row moves below the text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
SowinskiBraedenandClaude Opus 5 committed 2026-10-18 00:20:19 -07:00
1 parent 7078cda6c5
commit 91b7960dc4
4 files changed
+101 -230

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+51 -154
View File
@@ -8,62 +8,54 @@
const context = canvas.getContext("2d", { alpha: true });
const prefersReducedMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
const CELL_WIDTH = 13;
const CELL_HEIGHT = 17;
const ASPECT = CELL_WIDTH / CELL_HEIGHT;
const FRAME_MS = 1000 / 24;
// Ambient dither behind everything.
const DUST = "·.:-=+*";
const DUST_BASE = 0.05;
const DUST_WAVE = 0.16;
// Lit torus, shaded the way donut.c does it: a luminance ramp from a dot to a
// solid block, with a z-buffer so the near face hides the far one.
const RAMP = ".,-~:;=!*#$@";
const R1 = 1;
const R2 = 2;
const K2 = 5;
const THETA_STEPS = 120;
const PHI_STEPS = 360;
const CHARS = "·.:-=+*#";
const CELL_WIDTH = 14;
const CELL_HEIGHT = 19;
const FRAME_MS = 1000 / 18;
const BASE_DENSITY = 0.09;
const WAVE_DENSITY = 0.24;
let columns = 0;
let rows = 0;
let dither = new Float32Array(0);
let depth = new Float32Array(0);
let shade = new Int8Array(0);
const thetaCos = new Float32Array(THETA_STEPS);
const thetaSin = new Float32Array(THETA_STEPS);
const phiCos = new Float32Array(PHI_STEPS);
const phiSin = new Float32Array(PHI_STEPS);
for (let i = 0; i < THETA_STEPS; i += 1) {
const theta = (i / THETA_STEPS) * Math.PI * 2;
thetaCos[i] = Math.cos(theta);
thetaSin[i] = Math.sin(theta);
}
for (let i = 0; i < PHI_STEPS; i += 1) {
const phi = (i / PHI_STEPS) * Math.PI * 2;
phiCos[i] = Math.cos(phi);
phiSin[i] = Math.sin(phi);
}
let baseColor = "#8e97a8";
let accentColor = "#eb5234";
let dimColor = "#5d6472";
let baseColor = "rgba(255, 255, 255, 1)";
let accentColor = "rgba(235, 82, 52, 1)";
let time = 0;
let angleA = 0.6;
let angleB = 0.9;
let lastFrame = 0;
let rafId = 0;
// Interfering waves, centred on the viewport, give the field slow bright and
// dark swells. Which cells are lit comes from a fixed per-cell dither value,
// so the texture stays even everywhere instead of pooling into blobs, and
// cells brighten as a swell passes rather than flickering at random.
const waveAt = (x, y, t) => {
const radius = Math.sqrt(
((x - columns / 2) * 0.55) ** 2 + (y - rows / 2) ** 2
);
const a = Math.sin(x * 0.068 + t * 0.55);
const b = Math.sin(y * 0.1 - t * 0.42);
const c = Math.sin((x * 0.4 + y * 0.6) * 0.07 + t * 0.33);
const d = Math.sin(radius * 0.1 - t * 0.6);
return (a + b + c + d) / 8 + 0.5;
};
const buildDither = () => {
dither = new Float32Array(columns * rows);
for (let row = 0; row < rows; row += 1) {
for (let column = 0; column < columns; column += 1) {
const noise = Math.sin(column * 127.1 + row * 311.7) * 43758.5453;
dither[row * columns + column] = noise - Math.floor(noise);
}
}
};
const readThemeColors = () => {
const styles = getComputedStyle(document.body);
baseColor = styles.getPropertyValue("--ascii-base").trim() || baseColor;
accentColor = styles.getPropertyValue("--ascii-accent").trim() || accentColor;
dimColor = styles.getPropertyValue("--ascii-dim").trim() || dimColor;
};
const resize = () => {
@@ -82,131 +74,38 @@
columns = Math.ceil(width / CELL_WIDTH);
rows = Math.ceil(height / CELL_HEIGHT);
const cells = columns * rows;
dither = new Float32Array(cells);
depth = new Float32Array(cells);
shade = new Int8Array(cells);
for (let row = 0; row < rows; row += 1) {
for (let column = 0; column < columns; column += 1) {
const noise = Math.sin(column * 127.1 + row * 311.7) * 43758.5453;
dither[row * columns + column] = noise - Math.floor(noise);
}
}
};
// Slow interfering swells that move brightness through the dust layer.
const swellAt = (x, y, t) => {
const radius = Math.sqrt(((x - columns / 2) * 0.55) ** 2 + (y - rows / 2) ** 2);
return (
(Math.sin(x * 0.068 + t * 0.55) +
Math.sin(y * 0.1 - t * 0.42) +
Math.sin((x * 0.4 + y * 0.6) * 0.07 + t * 0.33) +
Math.sin(radius * 0.1 - t * 0.6)) /
8 +
0.5
);
};
const projectTorus = () => {
depth.fill(0);
shade.fill(-1);
const sinA = Math.sin(angleA);
const cosA = Math.cos(angleA);
const sinB = Math.sin(angleB);
const cosB = Math.cos(angleB);
const centerX = columns / 2;
const centerY = rows / 2;
// Size the torus against the shorter axis so it always fits on screen.
const span = Math.min(rows, columns * ASPECT) * 0.6;
const K1 = (span * K2) / (R1 + R2);
for (let i = 0; i < THETA_STEPS; i += 1) {
const ct = thetaCos[i];
const st = thetaSin[i];
const circleX = R2 + R1 * ct;
const circleY = R1 * st;
for (let j = 0; j < PHI_STEPS; j += 1) {
const cp = phiCos[j];
const sp = phiSin[j];
const x = circleX * (cosB * cp + sinA * sinB * sp) - circleY * cosA * sinB;
const y = circleX * (sinB * cp - sinA * cosB * sp) + circleY * cosA * cosB;
const z = K2 + cosA * circleX * sp + circleY * sinA;
const ooz = 1 / z;
const screenX = Math.round(centerX + K1 * ooz * x);
const screenY = Math.round(centerY - K1 * ooz * y * ASPECT);
if (screenX < 0 || screenX >= columns || screenY < 0 || screenY >= rows) {
continue;
}
const luminance =
cp * ct * sinB -
cosA * ct * sp -
sinA * st +
cosB * (cosA * st - ct * sinA * sp);
if (luminance <= 0) {
continue;
}
const index = screenY * columns + screenX;
if (ooz > depth[index]) {
depth[index] = ooz;
shade[index] = Math.min(RAMP.length - 1, Math.floor(luminance * 8));
}
}
}
buildDither();
};
const draw = () => {
const width = canvas.width;
const height = canvas.height;
context.save();
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, canvas.width, canvas.height);
context.clearRect(0, 0, width, height);
context.restore();
projectTorus();
let currentColor = null;
const setColor = (color) => {
if (color !== currentColor) {
context.fillStyle = color;
currentColor = color;
}
};
for (let row = 0; row < rows; row += 1) {
for (let column = 0; column < columns; column += 1) {
const index = row * columns + column;
const lit = shade[index];
const x = column * CELL_WIDTH;
const y = row * CELL_HEIGHT;
const level = waveAt(column, row, time);
if (lit >= 0) {
const level = lit / (RAMP.length - 1);
setColor(level > 0.72 ? accentColor : baseColor);
context.globalAlpha = 0.22 + level * 0.62;
context.fillText(RAMP[lit], x, y);
if (dither[row * columns + column] > BASE_DENSITY + level * WAVE_DENSITY) {
continue;
}
const swell = swellAt(column, row, time);
const glyph = CHARS[Math.min(CHARS.length - 1, Math.floor(level * CHARS.length))];
const color = level > 0.9 ? accentColor : baseColor;
if (dither[index] > DUST_BASE + swell * DUST_WAVE) {
continue;
if (color !== currentColor) {
context.fillStyle = color;
currentColor = color;
}
setColor(dimColor);
context.globalAlpha = 0.1 + swell * 0.4;
context.fillText(DUST[Math.min(DUST.length - 1, Math.floor(swell * DUST.length))], x, y);
context.globalAlpha = 0.06 + level * 0.5;
context.fillText(glyph, column * CELL_WIDTH, row * CELL_HEIGHT);
}
}
@@ -221,9 +120,7 @@
}
lastFrame = timestamp;
time += 0.016;
angleA += 0.0115;
angleB += 0.0062;
time += 0.021;
draw();
};