// Hero — hosting + privacy lead. Headline + descriptor + CTAs + stat strip
// on the left; a 3D ASCII render of the TensorHost isometric box mark on the
// right — Lambert-shaded, z-buffered, auto-rotating, and tumbling on scroll.
// One-time keyframe injection for the descriptor light-up. Each word flickers
// on like a cold filament/tube light; 'Private' then holds a slow amber glow.
(function injectHeroAnim() {
if (typeof document === 'undefined' || document.getElementById('th-hero-anim')) return;
const s = document.createElement('style');
s.id = 'th-hero-anim';
s.textContent = `
@keyframes th-bulb {
0% { opacity: 0; transform: translateY(3px); }
8% { opacity: 0.7; transform: translateY(0); }
13% { opacity: 0.12; }
24% { opacity: 0.88; }
31% { opacity: 0.3; }
44% { opacity: 1; }
100% { opacity: 1; transform: translateY(0); }
}
@keyframes th-glow {
0%, 100% { text-shadow: 0 0 14px var(--accent-soft); }
50% { text-shadow: 0 0 28px var(--accent-soft), 0 0 11px var(--accent-soft); }
}
.th-bulb {
animation: th-bulb 0.9s cubic-bezier(0.2,0,0,1) both;
will-change: opacity, transform;
}
.th-bulb-glow {
animation: th-bulb 0.9s cubic-bezier(0.2,0,0,1) both,
th-glow 3.6s ease-in-out infinite both;
will-change: opacity, transform, text-shadow;
}
@media (prefers-reduced-motion: reduce) {
.th-bulb, .th-bulb-glow { animation: none !important; opacity: 1 !important; transform: none !important; }
}
`;
document.head.appendChild(s);
})();
// 'Owned. Encrypted. Private.' — staggered filament-flicker entrance, held
// until the boot overlay dissolves so it plays on reveal, not behind it.
function HeroDescriptor() {
const [armed, setArmed] = React.useState(() => !!window.__thBootDone);
const [settled, setSettled] = React.useState(false);
React.useEffect(() => {
if (armed) return;
const on = () => setArmed(true);
window.addEventListener('th-boot-done', on);
return () => window.removeEventListener('th-boot-done', on);
}, [armed]);
// Safety net: once the staggered entrance has had time to finish, pin the
// words visible. Guarantees the end-state even if an environment suspends
// CSS animations (so they never reach their 100% keyframe).
React.useEffect(() => {
if (!armed) return;
const t = setTimeout(() => setSettled(true), 2400);
return () => clearTimeout(t);
}, [armed]);
const words = [
{ t: 'Owned.', d: 0.2 },
{ t: 'Encrypted.', d: 0.62 },
{ t: 'Private.', d: 1.04, accent: true },
];
return (
{words.map((w) => (
{w.t}
))}
);
}
function AsciiCube({ live = true }) {
const canvasRef = React.useRef(null);
const wrapRef = React.useRef(null);
React.useEffect(() => {
const W = 72, H = 44; // ASCII grid (higher resolution)
const grad = ":-~=+*ox#%&@"; // dark → bright (faintest dots dropped for legibility)
const GN = grad.length - 1;
const K2 = 30; // viewer distance (large = near-orthographic, less perspective)
const ASPECT = 0.5; // char height/width compensation
const RING = 0.52; // hollow-frame threshold (|u| or |v| beyond → keep)
const STEP = 0.04; // face sampling resolution
const FPS = 30, FRAME_MS = 1000 / FPS;
// Six cube faces: [originAxis fn(u,v)->[x,y,z], normal]
const faces = [
[(u, v) => [1, u, v], [1, 0, 0]],
[(u, v) => [-1, u, v], [-1, 0, 0]],
[(u, v) => [u, 1, v], [0, 1, 0]],
[(u, v) => [u, -1, v], [0, -1, 0]],
[(u, v) => [u, v, 1], [0, 0, 1]],
[(u, v) => [u, v, -1], [0, 0, -1]],
];
// Light direction (from upper-front), normalized.
const lx = 0, ly = 0.6, lz = -0.8;
const cb = new Array(W * H); // char index per cell (-1 = empty, -2 = black hole)
const lb = new Float32Array(W * H); // luminance per cell
const eb = new Int8Array(W * H); // 1 = cell sits on a cube/aperture edge
const zb = new Float32Array(W * H);
let raf;
// Persistent orientation + angular velocity (radians / frame) for momentum.
let angA = -0.77, angB = 0.55, velA = 0, velB = 0;
let spinDir = 1; // auto-rotate direction; follows the last fling, never self-reverses
let scrollY = window.scrollY || window.pageYOffset || 0;
let lastScroll = scrollY;
const onScroll = () => { scrollY = window.scrollY || window.pageYOffset || 0; };
window.addEventListener('scroll', onScroll, { passive: true });
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
// Mouse-drag orbit. Updates orientation directly and records velocity so
// the cube keeps coasting after release.
let dragging = false, lastX = 0, lastY = 0;
const el = wrapRef.current;
const onDown = (e) => {
dragging = true; lastX = e.clientX; lastY = e.clientY;
velA = 0; velB = 0;
if (el) el.style.cursor = 'grabbing';
if (el && el.setPointerCapture) try { el.setPointerCapture(e.pointerId); } catch (err) {}
};
const onMove = (e) => {
if (!dragging) return;
velB = -(e.clientX - lastX) * 0.009;
velA = -(e.clientY - lastY) * 0.009;
angB += velB; angA += velA;
lastX = e.clientX; lastY = e.clientY;
e.preventDefault();
};
const onUp = () => { dragging = false; if (el) el.style.cursor = 'grab'; };
if (el) {
el.addEventListener('pointerdown', onDown);
el.addEventListener('pointermove', onMove);
el.addEventListener('pointerup', onUp);
el.addEventListener('pointercancel', onUp);
}
// Single canvas — drawing ~1k glyphs/frame is far cheaper than mutating
// thousands of DOM spans. Brand color is re-read whenever the theme flips.
const canvas = canvasRef.current;
const ctx = canvas.getContext('2d');
const root = document.documentElement;
let fg = '#e8e8e8', accent = '#e2a23b', themeKey = null;
const refreshColor = () => {
const k = root.getAttribute('data-theme') || '';
if (k === themeKey) return;
themeKey = k;
const cs = getComputedStyle(root);
fg = (cs.getPropertyValue('--fg') || '#e8e8e8').trim() || '#e8e8e8';
accent = (cs.getPropertyValue('--accent') || '#e2a23b').trim() || '#e2a23b';
};
refreshColor();
// Fit canvas to the container width so the cube fills the column.
let chh = 8, cellW = 6, dpr = Math.min(2, window.devicePixelRatio || 1);
const fit = () => {
const w = wrapRef.current ? wrapRef.current.clientWidth : 460;
cellW = Math.max(3, Math.min(11, w / W));
chh = cellW * 1.5;
const cssW = W * cellW, cssH = H * chh;
dpr = Math.min(2, window.devicePixelRatio || 1);
canvas.style.width = cssW + 'px';
canvas.style.height = cssH + 'px';
canvas.width = Math.round(cssW * dpr);
canvas.height = Math.round(cssH * dpr);
};
fit();
const ro = ('ResizeObserver' in window) ? new ResizeObserver(fit) : null;
if (ro && wrapRef.current) ro.observe(wrapRef.current);
let lastT = 0;
function frame(t) {
raf = requestAnimationFrame(frame);
if (t - lastT < FRAME_MS) return; // throttle to ~30fps
lastT = t;
if (!dragging) {
// Scroll nudges spin as an impulse, then momentum coasts with friction.
const ds = scrollY - lastScroll; lastScroll = scrollY;
velB += ds * 0.0009;
angA += velA; angB += velB;
velA *= 0.95; velB *= 0.95;
// Remember the direction of any meaningful spin so auto-rotation can
// continue that way instead of snapping back to a fixed direction.
if (Math.abs(velB) > 0.012) spinDir = velB < 0 ? -1 : 1;
// Once a fling has mostly died, take over with eased auto-rotation:
// dwell at the four isometric poses (B = pi/4 + n*pi/2, where all three
// faces show like the logo) and speed up through the flat face-on
// angles. Tilt eases back to the canonical three-quarter view.
if (live && !reduce && Math.abs(velA) + Math.abs(velB) < 0.012) {
const HALF = Math.PI / 2, POSE = Math.PI / 4;
const phase = (((angB - POSE) % HALF) + HALF) % HALF;
const ph = phase / HALF;
// Squared sine → a moderate dwell at each isometric pose with a
// smooth (not abrupt) pass through the flat angles between them.
const speed = 0.08 + 1.2 * Math.pow(Math.sin(Math.PI * ph), 2);
angB += spinDir * 0.028 * speed;
angA += (-0.62 - angA) * 0.035;
}
}
const A = angA, B = angB;
const sinA = Math.sin(A), cosA = Math.cos(A);
const sinB = Math.sin(B), cosB = Math.cos(B);
cb.fill(-1);
zb.fill(0);
eb.fill(0);
const K1 = W * K2 * 0.17;
for (let f = 0; f < faces.length; f++) {
const map = faces[f][0], nrm = faces[f][1];
for (let u = -1; u <= 1.0001; u += STEP) {
for (let v = -1; v <= 1.0001; v += STEP) {
const p = map(u, v);
// point + normal share the same rotation (Y then X)
const px = p[0], py = p[1] * 1.3, pz = p[2]; // stretch vertically → taller box
// rotate Y
let x1 = px * cosB + pz * sinB;
let z1 = -px * sinB + pz * cosB;
let y1 = py;
// rotate X
let y2 = y1 * cosA - z1 * sinA;
let z2 = y1 * sinA + z1 * cosA;
let x2 = x1;
const zc = z2 + K2;
const ooz = 1 / zc;
const sx = (W / 2 + K1 * ooz * x2) | 0;
const sy = (H / 2 - K1 * ASPECT * ooz * y2) | 0;
if (sx < 0 || sx >= W || sy < 0 || sy >= H) continue;
const idx = sx + sy * W;
if (ooz <= zb[idx]) continue;
zb[idx] = ooz; // claim this cell (occludes anything behind it)
// Center region of each face is a hole — rendered as an opaque
// black patch. It still writes the z-buffer above, so the back
// faces behind it stay hidden (not see-through).
if (Math.abs(u) < RING && Math.abs(v) < RING) { cb[idx] = -2; continue; }
// rotate normal the same way
const nx0 = nrm[0], ny0 = nrm[1], nz0 = nrm[2];
let nx1 = nx0 * cosB + nz0 * sinB;
let nz1 = -nx0 * sinB + nz0 * cosB;
let ny1 = ny0;
let ny2 = ny1 * cosA - nz1 * sinA;
let nz2 = ny1 * sinA + nz1 * cosA;
let nx2 = nx1;
let L = nx2 * lx + ny2 * ly + nz2 * lz;
if (L < 0) L = 0;
const lum = 0.34 + 0.66 * L;
const ci = Math.max(0, Math.min(GN, (lum * GN) | 0));
cb[idx] = ci;
lb[idx] = lum;
// Edge = near the face's outer border (cube silhouette) or near
// the aperture rim (RING boundary) — these trace the logo linework.
const m = Math.abs(u) > Math.abs(v) ? Math.abs(u) : Math.abs(v);
eb[idx] = (m > 0.9 || m < RING + 0.1) ? 1 : 0;
}
}
}
// Paint to canvas: glyph from the ramp, font-size + alpha from luminance
// to give depth — bright/lit cells grow and brighten, dark cells recede.
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, W * cellW, H * chh);
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
refreshColor();
ctx.fillStyle = fg;
const half = cellW / 2, halfH = chh / 2;
// Pass 1: opaque black hole patches (drawn under the glyphs).
ctx.globalAlpha = 1;
ctx.fillStyle = '#000';
for (let i = 0; i < W * H; i++) {
if (cb[i] !== -2) continue;
const x = (i % W) * cellW, y = ((i / W) | 0) * chh;
// overdraw slightly so adjacent patch cells tile without seams
ctx.fillRect(x - 0.5, y - 0.5, cellW + 1, chh + 1);
}
// Pass 2: frame glyphs, sized by luminance for depth — all neutral.
ctx.fillStyle = fg;
for (let i = 0; i < W * H; i++) {
const ci = cb[i];
if (ci < 0) continue;
const lum = lb[i];
const x = (i % W) * cellW + half;
const y = ((i / W) | 0) * chh + halfH;
const fpx = chh * (0.66 + 0.7 * lum);
ctx.font = '700 ' + fpx.toFixed(1) + "px 'Space Mono', ui-monospace, monospace";
ctx.globalAlpha = 0.66 + 0.34 * lum;
ctx.fillText(grad[ci], x, y);
}
ctx.globalAlpha = 1;
}
// Kick off: paint one frame synchronously so the cube is never blank even
// if rAF is throttled (background tab), then let rAF drive the animation.
frame(performance.now());
return () => {
cancelAnimationFrame(raf);
window.removeEventListener('scroll', onScroll);
if (el) {
el.removeEventListener('pointerdown', onDown);
el.removeEventListener('pointermove', onMove);
el.removeEventListener('pointerup', onUp);
el.removeEventListener('pointercancel', onUp);
}
if (ro && wrapRef.current) ro.unobserve(wrapRef.current);
};
}, [live]);
return (
);
}
function Hero({ live = true }) {
const stats = [
['Zero', 'keys we hold', 'storage & mail encrypted'],
['Toronto', 'data residency', 'Canada · PIPEDA'],
['100%', 'owned hardware', 'in-house ops'],
['Tier 3', 'datacenter', 'Toronto, Canada'],
];
const go = (id) => (e) => { e.preventDefault(); const el = document.getElementById(id); if (el) window.scrollTo({ top: el.offsetTop - 56, behavior: 'smooth' }); };
return (
TensorHostHardware we own. Data you keep.
Web, email, storage, and GPU compute, on hardware we own and operate in an ISO/IEC 27001:2022-certified facility in Toronto. Storage and mail are encrypted with keys we never hold, so even we can't read them.