Ten dark cinematic sections: fixed glass nav with a hamburger sheet, hero
with the badge/dual CTA/stats bar, a pausable 35mm film-strip marquee, the
live preset tester (5 stocks, HUD, spec bars), the three-knob custom recipe
simulator, the 6-card feature grid, the QR sharing showcase, free-vs-Pro
pricing, reviews + FAQ accordion and the final CTA/footer.
The page owns its palette and its .lp-* styles, so it renders the same in
either workspace theme, and it pulls no CDN: Syne is bundled and the six
sample negatives are vendored (see docker/README.md). Store buttons raise a
toast instead of the old alert(). The now-dead landing CSS and the unused
land.* dictionary keys are gone.
The chips column was a stack of labelled sections; the phone opens one row at
a time. Port that shape: tapping a tool tab shows the tab's chips, tapping a
param chip opens its ruler above them, tapping a group chip opens its options
strip, and either closes the other. RESET leads the row (amber while dirty)
and PHOTO STYLE / RECIPES / WATERMARK are strips instead of inline chips.
The header wraps under 860px, so a menu-wrap can land at the start of a row.
`.popover` is right-anchored to its button, so the theme/language/account menu
rendered at x=-280 of a 390px screen — half of it off the left edge and its
buttons unclickable. Anchor the popover to the full-width header on narrow
screens instead.
Measured at 390x844 before/after: popover x=-280 → x=56, w=326, fully inside.
`docker/` now holds the whole web build — frontend (Vite + React + CanvasKit),
backend (Fastify + SQLite) and the compose file — so the folder can be moved to
another machine and run without the React Native project:
cd docker && cp .env.example .env && docker compose up -d --build
Only `${WEB_PORT:-8090}` is published; nginx serves the SPA and proxies /api to
the `api` container over Docker's DNS. Photos never reach the server.
The shared render code is vendored into `docker/frontend/shared/` and aliased to
a CanvasKit shim, so the app's own frameUtils/toneShader/jpegDpi run unchanged.
Fix the all-black render on GPU surfaces: `MakeWebGLCanvasSurface` creates a
separate WebGL context per call, and a texture from one context cannot be
sampled by a surface on another — so any pass that drew a snapshot onto a second
surface (output sharpen, screen sharpen, polaroid/wallframe cards) came out
solid black, while the raster fallback was correct. Use one shared
GrDirectContext + MakeRenderTarget instead.
Verified in headless Chromium against the running stack: 12MP JPEG in, preview
mean=120.5 sd=60.5, export 2048x1536 mean=107.2 sd=62.1, JFIF density 300/300,
EXIF present, no console errors; health/signup/login/me/recipes all 2xx through
the nginx proxy.