/* Full-viewport fixed backdrop. Sits behind the detail content (.mix-detail-foreground is z-index:1) and never intercepts pointer events — except the zoom slider, which re-enables them on itself. Footer clip (Phase 10 W1, spec §2c): the backdrop must stop cleanly ABOVE the audio player bar so no lava/waveform pixel paints over or under it. `overflow: hidden` clips the canvas to this box, and `bottom` is inset by `--player-height`, which AudioPlayerBar publishes on :root via its ResizeObserver (Interop/layout/spacer.ts). The observer now points at whichever element is live: expanded → the full player dock (tracks breakpoint reflow + error-banner growth) minimized → the minimized-dock FAB container (~56–60 px) so --player-height is always non-zero while the player is mounted and the clip line follows the bar in BOTH states (fix §1 / p10-reframe-w1-fix). The 0px fallback keeps the backdrop full-height on any page that does not host the player. */ .mix-waveform-bg { position: fixed; inset: 0; bottom: var(--player-height, 0px); z-index: 0; pointer-events: none; overflow: hidden; } /* Fill / container-sizing mode (Phase 12 §6c, mode C). The contained hosts (the NowPlaying card) set Fill="true": the canvas fills its nearest positioned ancestor instead of the viewport, and the footer clip drops (there is no player bar to clear — the bounding box IS the clip). The host is responsible for giving this layer a positioned, sized parent. `inset: 0` over `position: absolute` makes the box exactly that parent's content box; `overflow: hidden` still clips the canvas to it. The canvas backing-store sizing in WaveformVisualizer.ts is unchanged — it already measures the canvas's own box, so this purely re-parents the box from the viewport to the container. */ .mix-waveform-bg--fill { position: absolute; inset: 0; z-index: 0; } /* The canvas fills the viewport. All ribbon shading (luminous depth, soft edges) is drawn inside the canvas by the WebGL2 fragment shader. NO CSS backdrop-filter: it was a confirmed per-frame perf killer on the Canvas predecessor and is exactly the cost the GPU move exists to eliminate (spec §2, §5.2); the glass treatment returns in-shader in Wave 3. */ .mix-waveform-canvas { position: absolute; inset: 0; width: 100%; height: 100%; display: block; }