I have full context. I'll create a standalone GradientMesh component and then integrate it into the hero section, replacing the existing static background layers.
Now update the hero section to use the gradient mesh:
I created a GradientMesh component with four animated blobs that slowly drift, scale, and morph using Framer Motion's mirror repeat -- each blob has a different size, position, opacity, blur radius, and cycle duration (18-25s) to create an organic, non-repetitive feel. The blobs use your Electric Lime (primary) at very low opacity with heavy Gaussian blur, producing a soft ambient glow that shifts across the hero. A subtle SVG noise texture overlay adds visual grain for that premium finish. The old static gradient and grid pattern have been replaced with this single reusable component.
I see the issue. The GradientMesh code looks correct and is integrated into the hero section. The problem is likely that the blob opacity values (bg-primary/8, bg-primary/6) are not valid Tailwind classes -- Tailwind only supports opacity modifiers in increments of 5 (e.g., /5, /10). Also the blobs may be too subtle. Let me fix the opacity values and make the effect more visible, and let me also add debug logging to confirm the component renders.
Now update the rendering to apply the inline styles:
The fix was twofold: the blob colors were using invalid Tailwind opacity shorthand (bg-primary/8, bg-primary/6) which Tailwind silently ignores, resulting in invisible blobs. I replaced them with explicit inline style props using proper HSL color values with alpha transparency, which ensures the colors render correctly regardless of Tailwind's opacity step constraints. The lime glow blobs should now be clearly visible and animating in the hero background.
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