/* =====================================================================
   GLASS DRESSING — every popup in the HUD.

   liquid-glass.js owns the optics: it sets `backdrop-filter` inline (see
   glassify.js), so nothing here may set that property. What is below is
   the dressing that makes the optics read as a material — the drop
   shadow that lifts the panel off the house, the specular top edge, the
   1px inner rim, and a text-shadow so cream type stays legible against a
   light wall.

   WHY THE TINTS ABOVE ARE THIN. They used to be .55–.93 opaque, which is
   why every panel read as a dark slab with no glass in it: refraction you
   cannot see through is just an expensive blur. Legibility now comes from
   the interior blur in glassify.js and the bottom-weighted gradients
   above, not from opacity. If text ever smears, raise `blur` in
   glassify.js — do not reach back for an opaque background, which kills
   the material.

   NESTING. A child of one of these cannot have real glass of its own: an
   element with backdrop-filter is a backdrop root, so a descendant has
   only its ancestor's box to sample. (Verified twice now — the ✨ gem,
   and again here: a button inside #story with its displacement cranked
   from -6 to -260 moved exactly zero pixels.) So the chips that sit ON
   glass — the story buttons, the stairs destinations, the map's own
   controls — are dressed in CSS to match, and are NOT passed to
   liquidGlass().
   ===================================================================== */
#hint, #prompt, #story, #standup, #choose, #doorTag,
#toast, .pop, #mapDialog {
  box-shadow:
    0 22px 50px rgba(0,0,0,.40),
    inset 0 1px 1px rgba(255,255,255,.34),
    inset 0 -10px 22px rgba(255,255,255,.05),
    inset 0 0 0 1px rgba(255,255,255,.11);
  text-shadow: 0 1px 10px rgba(0,0,0,.5);
}

/* chips that sit on top of a glass panel — CSS-only, per the note above */
#story button, #mapClose, #mapTabs {
  border: none;
  background: linear-gradient(170deg, rgba(255,255,255,.20), rgba(255,255,255,.08));
  /* A tight shadow only. A wide one pools on the panel behind and reads as
     a smudge on the glass rather than as a chip lifted off it. */
  box-shadow:
    0 1px 3px rgba(0,0,0,.16),
    inset 0 1px 1px rgba(255,255,255,.40),
    inset 0 0 0 1px rgba(255,255,255,.16);
}
#story button:hover, #mapClose:hover {
  background: linear-gradient(170deg, rgba(255,255,255,.30), rgba(255,255,255,.14));
}
