diff --git a/app/components/deepfield/HeroField.tsx b/app/components/deepfield/HeroField.tsx
new file mode 100644
index 0000000..55180b2
--- /dev/null
+++ b/app/components/deepfield/HeroField.tsx
@@ -0,0 +1,329 @@
+'use client';
+
+import { useEffect, useRef, useState } from 'react';
+// 타입만 정적 import — 번들에 코드가 들어가지 않음 (import type)
+import type * as THREE from 'three';
+
+import { useFieldMode } from './useFieldMode';
+
+interface Props {
+ className?: string;
+}
+
+/**
+ * 정적 2광원 radial 그래디언트.
+ * static 모드 단독 비주얼이자, full/lite에서 캔버스 아래에 항상 깔리는 베이스.
+ * (WebGL 로딩 전/실패 시에도 비주얼 공백 없음)
+ */
+function StaticField() {
+ return (
+
+ );
+}
+
+// ───────────────────────── 셰이더 ─────────────────────────
+
+const VERTEX_SHADER = /* glsl */ `
+ uniform float uTime;
+ uniform vec2 uMouse; // NDC (-1..1), lite/static에선 사실상 미사용
+ uniform float uMouseAmp; // 커서 자기장 세기 (lite=0)
+ uniform float uScroll; // 0..1, 진행될수록 흩어짐
+ uniform float uPixelRatio;
+
+ attribute float aScale; // 파티클별 기본 크기 (1.5~3px)
+ attribute float aSeed; // 드리프트 위상 분산
+
+ varying float vAlpha;
+ varying vec3 vColor;
+
+ // 색: #60a5fa(밝은) ↔ #1d4ed8(딥) 보간
+ const vec3 C_BRIGHT = vec3(0.376, 0.647, 0.980); // #60a5fa
+ const vec3 C_DEEP = vec3(0.114, 0.306, 0.847); // #1d4ed8
+
+ void main() {
+ vec3 pos = position;
+
+ // 미세 유영 — 사인 노이즈 (드리프트)
+ float t = uTime * 0.18 + aSeed * 6.2831853;
+ pos.x += sin(t) * 0.06;
+ pos.y += cos(t * 0.9) * 0.06;
+ pos.z += sin(t * 0.7) * 0.04;
+
+ // 스크롤 — 진행될수록 바깥으로 밀려 흩어짐
+ pos.xy += normalize(pos.xy + 0.0001) * uScroll * 0.9;
+
+ // 커서 자기장 — 화면 평면 기준 거리로 부드럽게 밀어냄
+ if (uMouseAmp > 0.0) {
+ vec2 toP = pos.xy - uMouse * 1.6;
+ float d = length(toP);
+ float radius = 0.7;
+ float push = smoothstep(radius, 0.0, d); // 가까울수록 1
+ pos.xy += normalize(toP + 0.0001) * push * 0.35 * uMouseAmp;
+ pos.z += push * 0.2 * uMouseAmp;
+ }
+
+ vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
+ gl_Position = projectionMatrix * mvPosition;
+
+ // 크기: 원근(-mvPosition.z) 반영 + DPR
+ gl_PointSize = aScale * uPixelRatio * (300.0 / -mvPosition.z);
+
+ // 색: seed로 두 파랑 사이 보간
+ vColor = mix(C_DEEP, C_BRIGHT, aSeed);
+
+ // 불투명도: 스크롤로 소멸, 깊이로 약간 페이드
+ float depthFade = smoothstep(-3.0, 0.5, mvPosition.z);
+ vAlpha = (1.0 - uScroll) * (0.45 + depthFade * 0.25);
+ }
+`;
+
+const FRAGMENT_SHADER = /* glsl */ `
+ precision mediump float;
+ varying float vAlpha;
+ varying vec3 vColor;
+
+ void main() {
+ // 원형 소프트 포인트 — 가장자리 부드럽게
+ vec2 c = gl_PointCoord - vec2(0.5);
+ float dist = length(c);
+ if (dist > 0.5) discard;
+ float soft = smoothstep(0.5, 0.05, dist);
+ gl_FragColor = vec4(vColor, soft * vAlpha);
+ }
+`;
+
+// ───────────────────────── 컴포넌트 ─────────────────────────
+
+export default function HeroField({ className }: Props) {
+ const mode = useFieldMode();
+ // WebGL 초기화 실패 시 static으로 강등
+ const [failed, setFailed] = useState(false);
+ const canvasRef = useRef(null);
+
+ const effectiveMode = failed ? 'static' : mode;
+ const animated = effectiveMode === 'full' || effectiveMode === 'lite';
+
+ useEffect(() => {
+ if (!animated) return;
+ const canvas = canvasRef.current;
+ if (!canvas) return;
+
+ const isFull = effectiveMode === 'full';
+ const COUNT = isFull ? 3000 : 800;
+
+ let disposed = false;
+ let rafId = 0;
+ let renderer: THREE.WebGLRenderer | null = null;
+ let scene: THREE.Scene | null = null;
+ let camera: THREE.PerspectiveCamera | null = null;
+ let geometry: THREE.BufferGeometry | null = null;
+ let material: THREE.ShaderMaterial | null = null;
+ let points: THREE.Points | null = null;
+ let io: IntersectionObserver | null = null;
+
+ // 가시성/뷰포트 상태 — 둘 다 OK일 때만 rAF 돌림
+ let pageVisible = document.visibilityState !== 'hidden';
+ let inView = true;
+
+ // 마우스 스무딩 (NDC)
+ const mouse = { x: 0, y: 0 };
+ const mouseTarget = { x: 0, y: 0 };
+
+ // 핸들러 참조 (cleanup용)
+ let onMouseMove: ((e: MouseEvent) => void) | null = null;
+ let onResize: (() => void) | null = null;
+ let onVisibility: (() => void) | null = null;
+
+ const start = () => {
+ if (rafId || disposed) return;
+ if (!pageVisible || !inView) return;
+ rafId = requestAnimationFrame(loop);
+ };
+ const stop = () => {
+ if (rafId) cancelAnimationFrame(rafId);
+ rafId = 0;
+ };
+
+ let loop: (now: number) => void = () => {};
+
+ (async () => {
+ let THREE_NS: typeof THREE;
+ try {
+ // three는 dynamic import만 — 메인 번들 분리
+ THREE_NS = await import('three');
+ } catch {
+ if (!disposed) setFailed(true);
+ return;
+ }
+ if (disposed || !canvasRef.current) return;
+
+ try {
+ const width = canvas.clientWidth || window.innerWidth;
+ const height = canvas.clientHeight || window.innerHeight;
+
+ renderer = new THREE_NS.WebGLRenderer({
+ canvas,
+ alpha: true, // 섹션 bg가 비치도록 투명
+ antialias: false,
+ powerPreference: 'low-power',
+ });
+ // lite는 DPR 1 고정, full은 최대 2로 제한
+ const dpr = isFull ? Math.min(window.devicePixelRatio || 1, 2) : 1;
+ renderer.setPixelRatio(dpr);
+ renderer.setSize(width, height, false);
+ renderer.setClearColor(0x000000, 0); // 완전 투명
+
+ scene = new THREE_NS.Scene();
+ camera = new THREE_NS.PerspectiveCamera(60, width / height, 0.1, 100);
+ camera.position.z = 3;
+
+ // 얕은 3D 슬랩: 화면을 덮는 균일 분포 + 약간의 노이즈, z 약간 분산
+ const positions = new Float32Array(COUNT * 3);
+ const scales = new Float32Array(COUNT);
+ const seeds = new Float32Array(COUNT);
+ const SPREAD_X = 5.0;
+ const SPREAD_Y = 3.2;
+ for (let i = 0; i < COUNT; i++) {
+ positions[i * 3 + 0] = (Math.random() - 0.5) * SPREAD_X;
+ positions[i * 3 + 1] = (Math.random() - 0.5) * SPREAD_Y;
+ positions[i * 3 + 2] = (Math.random() - 0.5) * 1.2; // 얕은 z 분산
+ scales[i] = 1.5 + Math.random() * 1.5; // 1.5~3px
+ seeds[i] = Math.random();
+ }
+
+ geometry = new THREE_NS.BufferGeometry();
+ geometry.setAttribute('position', new THREE_NS.BufferAttribute(positions, 3));
+ geometry.setAttribute('aScale', new THREE_NS.BufferAttribute(scales, 1));
+ geometry.setAttribute('aSeed', new THREE_NS.BufferAttribute(seeds, 1));
+
+ material = new THREE_NS.ShaderMaterial({
+ uniforms: {
+ uTime: { value: 0 },
+ uMouse: { value: new THREE_NS.Vector2(0, 0) },
+ uMouseAmp: { value: isFull ? 1 : 0 }, // lite는 커서 반응 off
+ uScroll: { value: 0 },
+ uPixelRatio: { value: dpr },
+ },
+ vertexShader: VERTEX_SHADER,
+ fragmentShader: FRAGMENT_SHADER,
+ transparent: true,
+ depthWrite: false,
+ depthTest: false,
+ blending: THREE_NS.AdditiveBlending, // 미세한 글로우
+ });
+
+ points = new THREE_NS.Points(geometry, material);
+ scene.add(points);
+
+ // ── 핸들러 ──
+ if (isFull) {
+ onMouseMove = (e: MouseEvent) => {
+ mouseTarget.x = (e.clientX / window.innerWidth) * 2 - 1;
+ mouseTarget.y = -((e.clientY / window.innerHeight) * 2 - 1);
+ };
+ window.addEventListener('mousemove', onMouseMove, { passive: true });
+ }
+
+ onResize = () => {
+ if (!renderer || !camera || !canvasRef.current) return;
+ const w = canvasRef.current.clientWidth || window.innerWidth;
+ const h = canvasRef.current.clientHeight || window.innerHeight;
+ camera.aspect = w / h;
+ camera.updateProjectionMatrix();
+ renderer.setSize(w, h, false);
+ };
+ window.addEventListener('resize', onResize, { passive: true });
+
+ onVisibility = () => {
+ pageVisible = document.visibilityState !== 'hidden';
+ if (pageVisible) start();
+ else stop();
+ };
+ document.addEventListener('visibilitychange', onVisibility);
+
+ // 뷰포트 밖이면 rAF 정지
+ io = new IntersectionObserver(
+ (entries) => {
+ inView = entries[0]?.isIntersecting ?? false;
+ if (inView) start();
+ else stop();
+ },
+ { threshold: 0 },
+ );
+ io.observe(canvas);
+
+ // ── 렌더 루프 ──
+ const clock = new THREE_NS.Clock();
+ loop = () => {
+ rafId = 0;
+ if (disposed || !renderer || !scene || !camera || !material) return;
+
+ const elapsed = clock.getElapsedTime();
+ const u = material.uniforms;
+ u.uTime.value = elapsed;
+
+ // 커서 스무딩 (lerp 0.08)
+ mouse.x += (mouseTarget.x - mouse.x) * 0.08;
+ mouse.y += (mouseTarget.y - mouse.y) * 0.08;
+ (u.uMouse.value as THREE.Vector2).set(mouse.x, mouse.y);
+
+ // 스크롤 진행도 0~1 clamp
+ const scrollT = Math.min(
+ Math.max(window.scrollY / (window.innerHeight || 1), 0),
+ 1,
+ );
+ u.uScroll.value = scrollT;
+
+ renderer.render(scene, camera);
+ start();
+ };
+
+ start();
+ } catch {
+ if (!disposed) setFailed(true);
+ }
+ })();
+
+ // ── cleanup: rAF cancel + 리스너 제거 + dispose ──
+ return () => {
+ disposed = true;
+ stop();
+ if (onMouseMove) window.removeEventListener('mousemove', onMouseMove);
+ if (onResize) window.removeEventListener('resize', onResize);
+ if (onVisibility) document.removeEventListener('visibilitychange', onVisibility);
+ io?.disconnect();
+ geometry?.dispose();
+ material?.dispose();
+ renderer?.dispose();
+ scene = null;
+ camera = null;
+ points = null;
+ };
+ }, [animated, effectiveMode]);
+
+ return (
+
+ {/* 정적 그래디언트 — 항상 캔버스 아래에 깔림 */}
+
+ {animated && (
+
+ )}
+
+ );
+}