26 KiB
Particle Field + Greebling Restructure — Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Add a full-viewport ambient particle field background layer and restructure existing accent marks to anchor at section edges instead of floating at random viewport positions.
Architecture: A new ParticleField.tsx React island renders a fixed, transparent <canvas> below the content stage (z-index 0, pointer-events none). Marks change from position: fixed (viewport-based) to position: absolute (section-relative) by a single CSS rule change, with each mark moved from the <slot name="marks"> into its host section.
Tech Stack: Astro, React (islands), HTML Canvas API, Perlin/fBm noise (ported from reference), CSS positioning
Spec: docs/superpowers/specs/2026-06-03-particle-field-greebling-design.md
File Map
| File | Action |
|---|---|
src/components/islands/ParticleField.tsx |
Create — full-viewport particle canvas island |
src/styles/site.css |
Modify — .mark positioning: fixed → absolute |
src/layouts/BaseLayout.astro |
Modify — import + render ParticleField; clear slot defaults |
src/pages/index.astro |
Modify — remove slot Fragment; add marks inside sections |
src/pages/blog/index.astro |
Modify — remove slot Fragment; add marks inside sections |
src/pages/code/index.astro |
Modify — remove slot Fragment; add marks inside sections |
src/pages/art/index.astro |
Modify — remove slot Fragment; add marks inside sections |
src/pages/404.astro |
Modify — remove slot Fragment; add marks inside section |
src/layouts/PostLayout.astro |
Modify — remove slot Fragment; add marks inside sections |
Task 1: Create ParticleField.tsx
Files:
- Create:
src/components/islands/ParticleField.tsx
This ports the Perlin/fBm engine from reference/particle-field-demo/particleNetwork.js directly into a self-contained React component. The canvas is transparent (no background fill), full-viewport, fixed, and non-interactive. All tunable values live in PARTICLE_CONFIG.
Key differences from the reference:
-
Canvas is full
window.innerWidth × window.innerHeight(no aspect-ratio constraint) -
No background fill —
clearRectinstead offillRect -
Mouse tracking on
window(not canvas, which haspointer-events: none) -
Warm neutral colour palette replacing the reference's cool blues
-
Step 1: Create the component file
import { useEffect, useRef } from "react";
// ---- Perlin noise helpers ---------------------------------------------------
function fade(t: number) { return t * t * t * (t * (t * 6 - 15) + 10); }
function lerp(a: number, b: number, t: number) { return a + t * (b - a); }
function grad(h: number, x: number, y: number) {
h &= 7;
const u = h < 4 ? x : y, v = h < 4 ? y : x;
return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
}
function buildPermutation(): number[] {
const a = Array.from({ length: 256 }, (_, i) => i);
for (let i = 255; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[a[i], a[j]] = [a[j], a[i]];
}
return [...a, ...a];
}
function noise2(P: number[], x: number, y: number): number {
const X = Math.floor(x) & 255, Y = Math.floor(y) & 255;
x -= Math.floor(x); y -= Math.floor(y);
const u = fade(x), v = fade(y);
const aa = P[X] + Y, bb = P[X + 1] + Y;
return lerp(
lerp(grad(P[aa], x, y), grad(P[bb], x - 1, y), u),
lerp(grad(P[aa + 1], x, y - 1), grad(P[bb + 1], x - 1, y - 1), u),
v,
);
}
function fbm(P: number[], x: number, y: number, octaves = 4): number {
let value = 0, amp = 0.5, freq = 1, max = 0;
for (let i = 0; i < octaves; i++) {
value += noise2(P, x * freq, y * freq) * amp;
max += amp;
amp *= 0.5;
freq *= 2;
}
return value / max;
}
// ---- Config — all tunable values in one place ------------------------------
const PARTICLE_CONFIG = {
count: 40, // number of particles
reach: 130, // max connection distance (px)
flowSpeed: 1.8, // field drift speed (1–10 scale)
fieldScale: 4, // noise zoom level
dimAtMin: 0.55, // opacity reduction at field minimum (0–1)
particleSpeed: 0.28,
particleMinR: 1.2,
particleMaxR: 2.4,
fieldOffscreenW: 80,
fieldOffscreenH: 52,
fieldUpdateMs: 50,
fieldOctaves: 4,
timeConstantX: 0.000014 * 60,
timeConstantY: 0.0000085 * 37,
// Warm neutral palette — fg-on-dark-2/3 register (#AE9B7F range)
lineColor: "174,140,100",
lineColorMouse: "210,185,150",
glowColorInner: "200,170,130",
glowColorMid: "155,120,82",
// Dot colour at fv=0 (dim) and per-unit boost at fv=1 (bright)
dotBaseR: 174, dotBaseG: 145, dotBaseB: 110,
dotBoostR: 30, dotBoostG: 35, dotBoostB: 40,
};
// ---- Types -----------------------------------------------------------------
interface Particle { x: number; y: number; vx: number; vy: number; r: number; }
type DrawNode = { x: number; y: number; r: number; isMouse?: boolean };
// ---- Component -------------------------------------------------------------
export default function ParticleField() {
const canvasRef = useRef<HTMLCanvasElement | null>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
const cfg = PARTICLE_CONFIG;
const off = document.createElement("canvas");
off.width = cfg.fieldOffscreenW;
off.height = cfg.fieldOffscreenH;
const oCtx = off.getContext("2d")!;
const fieldCache = new Float32Array(cfg.fieldOffscreenW * cfg.fieldOffscreenH);
const P = buildPermutation();
let particles: Particle[] = [];
const mouse = { x: -9999, y: -9999 };
let elapsed = 0;
let lastTs: number | null = null;
let fieldAge = 9999;
let rafId = 0;
let W = 0, H = 0;
function resize() {
W = canvas.width = window.innerWidth;
H = canvas.height = window.innerHeight;
syncCount();
}
function makeParticle(): Particle {
return {
x: Math.random() * W,
y: Math.random() * H,
vx: (Math.random() - 0.5) * cfg.particleSpeed,
vy: (Math.random() - 0.5) * cfg.particleSpeed,
r: cfg.particleMinR + Math.random() * (cfg.particleMaxR - cfg.particleMinR),
};
}
function syncCount() {
while (particles.length < cfg.count) particles.push(makeParticle());
while (particles.length > cfg.count) particles.pop();
}
function sampleField(x: number, y: number): number {
const oW = cfg.fieldOffscreenW, oH = cfg.fieldOffscreenH;
const cx = Math.max(0, Math.min(oW - 1, Math.round((x / W) * (oW - 1))));
const cy = Math.max(0, Math.min(oH - 1, Math.round((y / H) * (oH - 1))));
return fieldCache[cy * oW + cx];
}
function fieldToOpacity(fv: number): number {
const minMult = 1 - cfg.dimAtMin;
return minMult + (1 - minMult) * fv;
}
function updateField() {
const { fieldOffscreenW: oW, fieldOffscreenH: oH, fieldScale,
fieldOctaves, timeConstantX, timeConstantY } = cfg;
const scale = fieldScale * 0.0018;
const ox = elapsed * timeConstantX;
const oy = elapsed * timeConstantY;
const imgData = oCtx.createImageData(oW, oH);
const d = imgData.data;
for (let py = 0; py < oH; py++) {
for (let px = 0; px < oW; px++) {
const raw = fbm(P, px * scale + ox, py * scale + oy, fieldOctaves);
const v = Math.max(0, Math.min(1, raw * 1.8 + 0.5));
fieldCache[py * oW + px] = v;
const idx = (py * oW + px) * 4;
d[idx] = Math.round(v * 30 + (1 - v) * 5);
d[idx + 1] = Math.round(v * 110 + (1 - v) * 18);
d[idx + 2] = Math.round(v * 210 + (1 - v) * 55);
d[idx + 3] = 255;
}
}
oCtx.putImageData(imgData, 0, 0);
}
function draw() {
const { reach, lineColor, lineColorMouse, glowColorInner, glowColorMid,
dotBaseR, dotBaseG, dotBaseB, dotBoostR, dotBoostG, dotBoostB } = cfg;
const reach2 = reach * reach;
ctx.clearRect(0, 0, W, H);
for (const p of particles) {
p.x += p.vx; p.y += p.vy;
if (p.x < 0 || p.x > W) p.vx *= -1;
if (p.y < 0 || p.y > H) p.vy *= -1;
}
const all: DrawNode[] = [
...particles,
{ x: mouse.x, y: mouse.y, r: 0, isMouse: true },
];
const n = all.length;
const fv = all.map(p => sampleField(p.x, p.y));
const fo = fv.map(v => fieldToOpacity(v));
for (let i = 0; i < n; i++) {
for (let j = i + 1; j < n; j++) {
const a = all[i], b = all[j];
const dx = a.x - b.x, dy = a.y - b.y;
const d2 = dx * dx + dy * dy;
if (d2 >= reach2) continue;
const dist = Math.sqrt(d2);
const t01 = dist / reach;
const expFade = (1 - t01) ** 3;
const lineMult = Math.sqrt(fo[i] * fo[j]);
const alpha = expFade * lineMult * 0.85;
if (alpha < 0.005) continue;
const isMc = a.isMouse || b.isMouse;
ctx.beginPath();
ctx.moveTo(a.x, a.y);
ctx.lineTo(b.x, b.y);
ctx.strokeStyle = isMc
? `rgba(${lineColorMouse},${alpha * 0.9})`
: `rgba(${lineColor},${alpha * 0.7})`;
ctx.lineWidth = isMc ? 0.9 : 0.5;
ctx.stroke();
}
}
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
const f = fv[i];
const opMult = fo[i];
const dx = p.x - mouse.x, dy = p.y - mouse.y;
const md = Math.sqrt(dx * dx + dy * dy);
const mb = md < reach ? 0.4 * (1 - md / reach) : 0;
const gA = Math.max(0.02, opMult * 0.85 + mb);
const glowR = p.r * (2.5 + f * 1.5);
const grd = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, glowR * 3);
grd.addColorStop(0, `rgba(${glowColorInner},${gA * 0.55})`);
grd.addColorStop(0.35, `rgba(${glowColorMid},${gA * 0.22})`);
grd.addColorStop(1, "rgba(0,0,0,0)");
ctx.beginPath();
ctx.arc(p.x, p.y, glowR * 3, 0, Math.PI * 2);
ctx.fillStyle = grd;
ctx.fill();
const dR = Math.round(dotBaseR + f * dotBoostR);
const dG = Math.round(dotBaseG + f * dotBoostG);
const dB = Math.round(dotBaseB + f * dotBoostB);
ctx.beginPath();
ctx.arc(p.x, p.y, p.r * (0.8 + f * 0.5), 0, Math.PI * 2);
ctx.fillStyle = `rgba(${dR},${dG},${dB},${gA})`;
ctx.fill();
}
}
function loop(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = ts - lastTs;
lastTs = ts;
elapsed += dt * (cfg.flowSpeed / 3);
fieldAge += dt;
if (fieldAge >= cfg.fieldUpdateMs) {
updateField();
fieldAge = 0;
}
draw();
rafId = requestAnimationFrame(loop);
}
const onMouseMove = (e: MouseEvent) => { mouse.x = e.clientX; mouse.y = e.clientY; };
const onMouseLeave = () => { mouse.x = -9999; mouse.y = -9999; };
const onResize = () => resize();
resize();
window.addEventListener("mousemove", onMouseMove);
document.addEventListener("mouseleave", onMouseLeave);
window.addEventListener("resize", onResize);
if (reduce) {
updateField();
draw();
} else {
rafId = requestAnimationFrame(loop);
}
return () => {
cancelAnimationFrame(rafId);
window.removeEventListener("mousemove", onMouseMove);
document.removeEventListener("mouseleave", onMouseLeave);
window.removeEventListener("resize", onResize);
};
}, []);
return (
<canvas
ref={canvasRef}
style={{
position: "fixed",
inset: 0,
width: "100vw",
height: "100vh",
pointerEvents: "none",
zIndex: 0,
display: "block",
}}
/>
);
}
- Step 2: Run type-check to verify no TypeScript errors
npx tsc --noEmit
Expected: no errors referencing ParticleField.tsx.
- Step 3: Commit
git add src/components/islands/ParticleField.tsx
git commit -m "feat(islands): add ambient ParticleField canvas background"
Task 2: Wire ParticleField into BaseLayout and clear mark slot defaults
Files:
-
Modify:
src/layouts/BaseLayout.astro -
Step 1: Add the ParticleField import and render it
In src/layouts/BaseLayout.astro, add the import at the top of the frontmatter:
---
import "~/styles/colors_and_type.css";
import "~/styles/site.css";
import TopBar from "~/components/organisms/TopBar.astro";
import SiteFoot from "~/components/organisms/SiteFoot.astro";
import Mark from "~/components/atoms/Mark.astro";
import ParticleField from "~/components/islands/ParticleField";
// ... rest of frontmatter unchanged
---
In the <body>, add <ParticleField client:idle /> before .stage and clear the slot defaults:
<body class="dark">
<ParticleField client:idle />
<slot name="marks" />
<div class="stage">
<TopBar current={current} showCoord={showCoordInTopbar} />
<slot />
<SiteFoot />
</div>
</body>
Note: <slot name="marks" /> stays (with no defaults) so individual pages can still optionally inject fixed marks if needed in future. The default marks are removed — they will be placed inline in each page's sections instead.
- Step 2: Start the dev server and verify the particle field renders
npm run dev
Open http://localhost:4321. Confirm:
-
Particles and connecting lines are visible as a warm, dim background layer
-
The particle canvas is entirely behind all page content (nav, text, hero zone)
-
Clicking links and buttons still works (pointer events pass through)
-
No console errors
-
Step 3: Commit
git add src/layouts/BaseLayout.astro
git commit -m "feat(layout): integrate ParticleField as sitewide background layer"
Task 3: Change Mark positioning from fixed to absolute
Files:
-
Modify:
src/styles/site.css(line 42) -
Step 1: Change the CSS rule
In src/styles/site.css, find the .mark rule (around line 41) and change position: fixed to position: absolute:
.mark {
position: absolute; pointer-events: none; z-index: 0;
filter: var(--mark-filter-dark);
opacity: var(--mark-rest);
transition: opacity var(--dur-slow) var(--ease-out);
}
- Step 2: Verify marks are no longer floating
With the dev server still running, check that existing marks on any page have collapsed to their section (they will be mispositioned until Task 4–9 move them into sections, but they should no longer be floating over the viewport at incorrect positions).
- Step 3: Commit
git add src/styles/site.css
git commit -m "refactor(marks): switch Mark from fixed to absolute positioning"
Task 4: Migrate marks — Home page (index.astro)
Files:
- Modify:
src/pages/index.astro
Marks move from the <Fragment slot="marks"> into the content sections. Four sections host one mark each. The fifth ringdots (bottom:20% left:44%) is dropped — four marks is enough.
- Step 1: Remove the slot Fragment and move marks into sections
Replace the entire <Fragment slot="marks">...</Fragment> block with nothing (delete it).
Inside .intro, add a mark as the first child:
<section class="intro">
<Mark kind="ringdots" width={84} top="-10px" left="-24px" rotate={-5} />
<Eyebrow>Engineer · Sydney</Eyebrow>
...
</section>
Inside .hero, add two marks as children before <HeroZone client:load />:
<section class="hero">
<Mark kind="dots" width={52} top="-16px" right="-12px" />
<Mark kind="pipes" width={28} bottom="-8px" left="-6px" rotate={8} />
<HeroZone client:load />
</section>
Inside .index, add a mark as the first child:
<section class="index">
<Mark kind="concentric" width={42} bottom="-14px" right="-10px" />
<Eyebrow>Index</Eyebrow>
...
</section>
- Step 2: Add
position: relativeto the host sections in the page styles
In the <style> block, add position: relative to .intro, .hero, and .index:
.intro {
grid-area: intro;
position: relative;
display: flex;
flex-direction: column;
align-items: center;
}
.hero {
grid-area: hero;
position: relative;
display: flex;
}
.index {
grid-area: index;
position: relative;
text-align: left;
}
- Step 3: Visual check
In the browser at /, confirm marks appear at the edges of their sections and scroll with the page (not fixed to viewport). Adjust offset values in the markup if positioning looks off — the values above are a starting point for visual iteration.
- Step 4: Commit
git add src/pages/index.astro
git commit -m "refactor(marks): anchor home page marks to section edges"
Task 5: Migrate marks — Blog index (blog/index.astro)
Files:
- Modify:
src/pages/blog/index.astro
Current marks: dots 54px top-right, concentric 40px mid-left, pipes 26px bottom-right, ringdots 72px bottom-center.
Mapping to sections: .masthead, .feature (or the archive section).
- Step 1: Remove slot Fragment and move marks into sections
Delete the <Fragment slot="marks">...</Fragment> block.
In the <header class="masthead">, add a mark as the first child:
<header class="masthead">
<Mark kind="ringdots" width={72} top="-12px" right="-14px" rotate={-4} />
<div>
<Eyebrow>Journal · field notes</Eyebrow>
...
</div>
...
</header>
In the <section class="archive">, add marks:
<section class="archive">
<Mark kind="dots" width={54} top="-14px" right="-10px" />
<Mark kind="concentric" width={40} bottom="-12px" left="-12px" rotate={6} />
...
</section>
Drop the pipes 26px mark (three marks is enough for this page).
- Step 2: Add
position: relativeto host sections in the styles
.masthead {
position: relative;
display: grid;
/* ... rest unchanged */
}
.archive {
position: relative;
padding: clamp(34px, 6vh, 72px) 0 0;
}
- Step 3: Visual check at
/blog/
Marks should appear at masthead and archive section edges, not floating across the viewport.
- Step 4: Commit
git add src/pages/blog/index.astro
git commit -m "refactor(marks): anchor blog index marks to section edges"
Task 6: Migrate marks — Code page (code/index.astro)
Files:
- Modify:
src/pages/code/index.astro
Current marks: pipes 30px top-left, dots 48px mid-right, concentric 40px bottom-center.
- Step 1: Remove slot Fragment and move marks into sections
Delete the <Fragment slot="marks">...</Fragment> block.
In <header class="masthead">:
<header class="masthead">
<Mark kind="pipes" width={30} top="-10px" left="-10px" rotate={-4} />
<div>
<Eyebrow>Workshop · in progress</Eyebrow>
...
</div>
...
</header>
In <section class="placeholder">:
<section class="placeholder">
<Mark kind="dots" width={48} top="-14px" right="-8px" />
<Mark kind="concentric" width={40} bottom="-12px" left="-8px" />
...
</section>
- Step 2: Add
position: relativein styles
.masthead {
position: relative;
display: grid;
/* ... rest unchanged */
}
.placeholder {
position: relative;
padding: clamp(34px, 6vh, 72px) 0 0;
border-top: 1px solid var(--hairline-on-dark);
/* ... rest unchanged */
}
-
Step 3: Visual check at
/code/ -
Step 4: Commit
git add src/pages/code/index.astro
git commit -m "refactor(marks): anchor code page marks to section edges"
Task 7: Migrate marks — Art page (art/index.astro)
Files:
- Modify:
src/pages/art/index.astro
Current marks: dots 50px top-right, pipes 26px bottom-left, concentric 38px mid-right. The art page has a two-column .gallery layout with a .work section and a .caption aside.
- Step 1: Remove slot Fragment and move marks into sections
Delete the <Fragment slot="marks">...</Fragment> block.
In <main class="gallery">, add marks targeting the caption column:
<main class="gallery">
<section class="work">
<TideStudyCanvas client:load />
</section>
<aside class="caption">
<Mark kind="dots" width={50} top="-14px" right="-12px" />
<Mark kind="pipes" width={26} bottom="-8px" left="-8px" rotate={6} />
<Mark kind="concentric" width={38} top="40%" right="-14px" />
<span class="idx">Work 07 / 12</span>
...
</aside>
</main>
- Step 2: Add
position: relativeto.captionin styles
.caption {
position: relative;
display: flex;
flex-direction: column;
}
- Step 3: Visual check at
/art/
Confirm the TideStudyCanvas renders normally — the ParticleField is below .stage and TideStudyCanvas is inside .work inside .stage, so they do not conflict.
- Step 4: Commit
git add src/pages/art/index.astro
git commit -m "refactor(marks): anchor art page marks to caption column"
Task 8: Migrate marks — 404 page (404.astro)
Files:
- Modify:
src/pages/404.astro
Current marks: ringdots 92px top-left, dots 50px mid-right, pipes 28px bottom-center, concentric 44px bottom-right. The 404 page has a single .missing section (flex column, centered).
- Step 1: Remove slot Fragment and move marks into the section
Delete the <Fragment slot="marks">...</Fragment> block.
In <main class="missing">:
<main class="missing">
<Mark kind="ringdots" width={92} top="-14px" left="-16px" rotate={-8} />
<Mark kind="dots" width={50} top="-12px" right="-12px" />
<Mark kind="concentric" width={44} bottom="-14px" right="-12px" />
<p class="num">404</p>
...
</main>
Drop the pipes 28px mark (three marks is enough).
- Step 2: Add
position: relativeto.missingin styles
.missing {
position: relative;
flex: 1;
display: flex;
/* ... rest unchanged */
}
-
Step 3: Visual check at
/404(navigate to any non-existent URL) -
Step 4: Commit
git add src/pages/404.astro
git commit -m "refactor(marks): anchor 404 page marks to content section"
Task 9: Migrate marks — Post layout (PostLayout.astro)
Files:
- Modify:
src/layouts/PostLayout.astro
Current marks: ringdots 70px top-left, dots 48px mid-right, pipes 26px bottom-left. The post layout has <article> containing .posthead and .prose.
- Step 1: Remove slot Fragment and move marks into article sections
Delete the <Fragment slot="marks">...</Fragment> block.
In <article>, wrap the marks around .posthead and .postnav:
<article>
<header class="posthead col">
<Mark kind="ringdots" width={70} top="-12px" left="-16px" rotate={-6} />
<Mark kind="dots" width={48} top="-12px" right="-12px" />
...existing content...
</header>
<div class="prose col">
<slot />
</div>
<nav class="postnav col-wide">
<Mark kind="pipes" width={26} bottom="-8px" left="-8px" rotate={5} />
<a class="back" href={blog("/")}>
<span class="lbl">← Back to writing</span>
</a>
</nav>
</article>
- Step 2: Add
position: relativeto.postheadand.postnav
.posthead {
position: relative;
padding: clamp(40px, 8vh, 104px) 0 clamp(26px, 4vh, 44px);
text-align: center;
}
.postnav {
position: relative;
padding: clamp(40px, 6vh, 72px) 0 clamp(20px, 3vh, 32px);
margin-top: clamp(30px, 5vh, 56px);
border-top: 1px solid var(--hairline-on-dark);
}
- Step 3: Visual check on a blog post
Navigate to any post. Confirm marks appear at the head and footer of the post, not floating across the viewport.
- Step 4: Commit
git add src/layouts/PostLayout.astro
git commit -m "refactor(marks): anchor post layout marks to posthead and postnav"
Task 10: Final cross-page verification
- Step 1: Check all pages
Visit each route and confirm:
/— particle field visible, 4 marks at section edges/blog/— particle field, 3 marks/blog/posts/<any-post>/— particle field, 3 marks/code/— particle field, 3 marks/art/— particle field, 3 marks; TideStudyCanvas unaffected/404— particle field, 3 marks
For each page:
-
Marks scroll with page content (not fixed to viewport)
-
Particle canvas is always behind all content
-
No visual regressions in typography, nav, interactive zones, or layout
-
Step 2: Check reduced-motion
In browser devtools → Rendering → "Emulate CSS media feature prefers-reduced-motion: reduce". Particle canvas should show a single static frame, not animate.
- Step 3: Check light theme
Toggle the light theme (if the site has a toggle). Marks should use --mark-filter-light (reduced contrast) and the particle field should remain visible against the lighter ground.
- Step 4: Final commit if any tweaks were made
git add -p
git commit -m "fix(visual): post-review mark offset tweaks"
Visual Tuning Reference
After the initial pass, iterate on PARTICLE_CONFIG in ParticleField.tsx:
| Want more... | Adjust |
|---|---|
| Particles | count: 40 → higher |
| Denser mesh | reach: 130 → higher |
| Faster drift | flowSpeed: 1.8 → higher |
| More field contrast | dimAtMin: 0.55 → higher (more dimming at troughs) |
| Slower/larger blobs | fieldScale: 4 → lower |
| Brighter particles | dotBaseR/G/B → higher |
For mark placement, edit the top/left/right/bottom values inline in each page file. Values are CSS strings ("px" or "%" both work).