---
version: "alpha"
name: "Aegis Command Protocol"
description: "Aegis Command Content Section is designed for structuring a full-width content block for modern web pages. Key features include reusable structure, responsive behavior, and production-ready presentation. It is suitable for component libraries and responsive product interfaces."
colors:
primary: "#1E293B"
secondary: "#3B82F6"
tertiary: "#64748B"
neutral: "#000000"
background: "#1E293B"
surface: "#3B82F6"
text-primary: "#64748B"
text-secondary: "#CBD5E1"
border: "#1E293B"
accent: "#1E293B"
typography:
display-lg:
fontFamily: "Geist"
fontSize: "120px"
fontWeight: 300
lineHeight: "120px"
letterSpacing: "-0.025em"
textTransform: "uppercase"
body-md:
fontFamily: "Geist"
fontSize: "16px"
fontWeight: 300
lineHeight: "24px"
letterSpacing: "0.025em"
label-md:
fontFamily: "Geist"
fontSize: "12px"
fontWeight: 400
lineHeight: "16px"
letterSpacing: "1.2px"
textTransform: "uppercase"
rounded:
md: "2px"
spacing:
base: "8px"
sm: "1px"
md: "8px"
lg: "12px"
xl: "16px"
gap: "4px"
card-padding: "40px"
section-padding: "24px"
components:
button-primary:
backgroundColor: "{colors.primary}"
textColor: "#E2E8F0"
typography: "{typography.label-md}"
rounded: "{rounded.md}"
padding: "12px"
card:
rounded: "0px"
padding: "40px"
---
## Overview
- **Composition cues:**
- Layout: Grid
- Content Width: Full Bleed
- Framing: Glassy
- Grid: Strong
## Colors
The color system uses dark mode with #1E293B as the main accent and #000000 as the neutral foundation.
- **Primary (#1E293B):** Main accent and emphasis color.
- **Secondary (#3B82F6):** Supporting accent for secondary emphasis.
- **Tertiary (#64748B):** Reserved accent for supporting contrast moments.
- **Neutral (#000000):** Neutral foundation for backgrounds, surfaces, and supporting chrome.
- **Usage:** Background: #1E293B; Surface: #3B82F6; Text Primary: #64748B; Text Secondary: #CBD5E1; Border: #1E293B; Accent: #1E293B
- **Gradients:** bg-gradient-to-b from-slate-700/50 to-slate-900/50 via-slate-800/20
## Typography
Typography relies on Geist across display, body, and utility text.
- **Display (`display-lg`):** Geist, 120px, weight 300, line-height 120px, letter-spacing -0.025em, uppercase.
- **Body (`body-md`):** Geist, 16px, weight 300, line-height 24px, letter-spacing 0.025em.
- **Labels (`label-md`):** Geist, 12px, weight 400, line-height 16px, letter-spacing 1.2px, uppercase.
## Layout
Layout follows a grid composition with reusable spacing tokens. Preserve the grid, full bleed structural frame before changing ornament or component styling. Use 8px as the base rhythm and let larger gaps step up from that cadence instead of introducing unrelated spacing values.
Treat the page as a grid / full bleed composition, and keep that framing stable when adding or remixing sections.
- **Layout type:** Grid
- **Content width:** Full Bleed
- **Base unit:** 8px
- **Scale:** 1px, 8px, 12px, 16px, 24px, 32px, 40px, 48px
- **Section padding:** 24px, 40px, 48px, 80px
- **Card padding:** 40px, 48px
- **Gaps:** 4px, 8px, 12px, 16px
## Elevation & Depth
Depth is communicated through glass, border contrast, and reusable shadow or blur treatments. Keep those recipes consistent across hero panels, cards, and controls so the page reads as one material system.
Surfaces should read as glass first, with borders, shadows, and blur only reinforcing that material choice.
- **Surface style:** Glass
- **Borders:** 1px #1E293B; 1px #64748B; 1px #334155; 1px #000000
- **Shadows:** rgba(255, 255, 255, 0.1) 0px 1px 0px 0px inset, rgba(0, 0, 0, 0.4) 0px -1px 0px 0px inset, rgba(0, 0, 0, 0.5) 0px 2px 4px 0px; rgba(255, 255, 255, 0.02) 0px 1px 0px 0px inset, rgba(0, 0, 0, 0.5) 0px -1px 0px 0px inset; rgba(0, 0, 0, 0) 0px 0px 0px 0px, rgba(0, 0, 0, 0) 0px 0px 0px 0px, rgb(0, 0, 0) 0px 20px 60px -15px
- **Blur:** 4px
### Techniques
- **Gradient border shell:** Use a thin gradient border shell around the main card. Wrap the surface in an outer shell with 1px padding and a 2px radius. Drive the shell with linear-gradient(rgba(51, 65, 85, 0.5), rgba(30, 41, 59, 0.2), rgba(15, 23, 42, 0.5)) so the edge reads like premium depth instead of a flat stroke. Keep the actual stroke understated so the gradient shell remains the hero edge treatment. Inset the real content surface inside the wrapper with a slightly smaller radius so the gradient only appears as a hairline frame.
## Shapes
Shapes rely on a tight radius system anchored by 1px and scaled across cards, buttons, and supporting surfaces. Icon geometry should stay compatible with that soft-to-controlled silhouette.
Use the radius family intentionally: larger surfaces can open up, but controls and badges should stay within the same rounded DNA instead of inventing sharper or pill-only exceptions.
- **Corner radii:** 1px, 2px, 9999px
- **Icon sets:** Solar
## Components
Anchor interactions to the detected button styles. Reuse the existing card surface recipe for content blocks.
### Buttons
- **Primary:** background #1E293B, text #E2E8F0, radius 2px, padding 12px, border 1px solid rgba(51, 65, 85, 0.5).
### Cards and Surfaces
- **Card surface:** radius 0px, padding 40px, shadow rgba(255, 255, 255, 0.02) 0px 1px 0px 0px inset, rgba(0, 0, 0, 0.5) 0px -1px 0px 0px inset.
- **Card surface:** border 0px solid rgb(229, 231, 235), radius 0px, padding 40px, shadow rgba(255, 255, 255, 0.02) 0px 1px 0px 0px inset, rgba(0, 0, 0, 0.5) 0px -1px 0px 0px inset.
### Iconography
- **Treatment:** Follow the detected set defaults.
- **Sets:** Solar.
## Do's and Don'ts
Use these constraints to keep future generations aligned with the current system instead of drifting into adjacent styles.
### Do
- Do use the primary palette as the main accent for emphasis and action states.
- Do keep spacing aligned to the detected 8px rhythm.
- Do reuse the Glass surface treatment consistently across cards and controls.
- Do keep corner radii within the detected 1px, 2px, 9999px family.
### Don't
- Don't introduce extra accent colors outside the core palette roles unless the page needs a new semantic state.
- Don't mix unrelated shadow or blur recipes that break the current depth system.
- Don't exceed the detected expressive motion intensity without a deliberate reason.
## Motion
Motion feels expressive but remains focused on interface, text, and layout transitions. Timing clusters around 800ms and 500ms. Easing favors ease and 1). Hover behavior focuses on color and text changes. Scroll choreography uses Parallax for section reveals and pacing.
**Motion Level:** expressive
**Durations:** 800ms, 500ms, 700ms, 10000ms, 3000ms, 300ms
**Easings:** ease, 1), cubic-bezier(0.16, 1, 0.3, cubic-bezier(0.4
**Hover Patterns:** color, text
**Scroll Patterns:** parallax
## WebGL
Reconstruct the graphics as a full-bleed background field using webgl, renderer, alpha, antialias, dpr clamp. The effect should read as retro-futurist, technical, and meditative: dot-matrix particle field with green on black and sparse spacing. Build it from dot particles + soft depth fade so the effect reads clearly. Animate it as slow breathing pulse. Interaction can react to the pointer, but only as a subtle drift. Preserve dom fallback.
**Id:** webgl
**Label:** WebGL
**Stack:** ThreeJS, WebGL
**Insights:**
- **Scene:**
- **Value:** Full-bleed background field
- **Effect:**
- **Value:** Dot-matrix particle field
- **Primitives:**
- **Value:** Dot particles + soft depth fade
- **Motion:**
- **Value:** Slow breathing pulse
- **Interaction:**
- **Value:** Pointer-reactive drift
- **Render:**
- **Value:** WebGL, Renderer, alpha, antialias, DPR clamp
**Techniques:** Dot matrix, Breathing pulse, Pointer parallax, DOM fallback
**Code Evidence:**
- **HTML reference:**
- **Language:** html
- **Snippet:**
```html
```
- **JS reference:**
- **Language:** html
- **Snippet:**
```html
```
## ThreeJS
Reconstruct the Three.js layer as a full-bleed background field that feels retro-futurist and technical. Use alpha, antialias, dpr clamp renderer settings, perspective, ~35deg fov, icosahedron geometry, meshphysicalmaterial materials, and ambient + directional + point lighting. Motion should read as slow orbital drift, with poster frame + dom fallback.
**Id:** threejs
**Label:** ThreeJS
**Stack:** ThreeJS, WebGL
**Insights:**
- **Scene:**
- **Value:** Full-bleed background field
- **Render:**
- **Value:** alpha, antialias, DPR clamp
- **Camera:**
- **Value:** Perspective, ~35deg FOV
- **Lighting:**
- **Value:** ambient + directional + point
- **Materials:**
- **Value:** MeshPhysicalMaterial
- **Geometry:**
- **Value:** icosahedron
- **Motion:**
- **Value:** Slow orbital drift
**Techniques:** PBR shading, Timeline beats, alpha, antialias, DPR clamp, Poster frame + DOM fallback
**Code Evidence:**
- **HTML reference:**
- **Language:** html
- **Snippet:**
```html
```
- **JS reference:**
- **Language:** html
- **Snippet:**
```html
```