feat(visualizer): WebGL2 fragment-shader Mix renderer at parity; datum-as-texture, shader-clock rAF, drop CSS backdrop-filter (P10 W1)
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@@ -8,17 +8,16 @@
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overflow: hidden;
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}
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/* The canvas fills the viewport. The glassy/frosted treatment is a CSS backdrop-blur on this layer
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(the ribbon's luminous depth is drawn inside the canvas by the module); together they read as lit
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glass moving behind the content rather than a hard chart. */
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/* The canvas fills the viewport. All ribbon shading (luminous depth, soft edges) is drawn inside the
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canvas by the WebGL2 fragment shader. NO CSS backdrop-filter: it was a confirmed per-frame perf killer
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on the Canvas predecessor and is exactly the cost the GPU move exists to eliminate (spec §2, §5.2);
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the glass treatment returns in-shader in Wave 3. */
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.mix-waveform-canvas {
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position: absolute;
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inset: 0;
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width: 100%;
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height: 100%;
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display: block;
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backdrop-filter: blur(2px);
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-webkit-backdrop-filter: blur(2px);
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}
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/* Zoom slider — a small viewing control pinned to the top-right, clear of the player bar at
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