41 lines
1.4 KiB
CSS
41 lines
1.4 KiB
CSS
/* 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. */
|
|
.mix-waveform-bg {
|
|
position: fixed;
|
|
inset: 0;
|
|
z-index: 0;
|
|
pointer-events: none;
|
|
overflow: hidden;
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
/* Zoom slider — a small viewing control pinned to the top-right, clear of the player bar at
|
|
the bottom and the nav bar at the top. Pointer events are re-enabled here only (the backdrop
|
|
stays inert), and it is never a seek surface. top: 5rem sits just below the fixed nav bar
|
|
(~4.5rem tall) so neither the expanded player bar nor the nav occludes it. */
|
|
.mix-waveform-zoom {
|
|
position: absolute;
|
|
right: 1.5rem;
|
|
top: 5rem;
|
|
width: 180px;
|
|
max-width: 40vw;
|
|
pointer-events: auto;
|
|
opacity: 0.7;
|
|
transition: opacity 0.2s ease;
|
|
}
|
|
|
|
.mix-waveform-zoom:hover {
|
|
opacity: 1;
|
|
}
|