/* ============================================================
   EFFECTS — Unreal
   Shadows are restrained. On dark, depth comes from hairline
   borders + near-black layering, not heavy drop shadows.
   Glow is reserved for the logo / hero moments only.
   ============================================================ */

:root {
  /* ---- Elevation (use sparingly; favor borders on dark) ---- */
  --shadow-xs: 0 1px 2px rgba(0,0,0,0.40);
  --shadow-sm: 0 2px 8px rgba(0,0,0,0.45);
  --shadow-md: 0 8px 24px rgba(0,0,0,0.50);
  --shadow-lg: 0 20px 48px rgba(0,0,0,0.55);
  --shadow-xl: 0 32px 80px rgba(0,0,0,0.62);
  /* Lift on hover for cards on dark */
  --shadow-card: 0 1px 0 rgba(255,255,255,0.06) inset, 0 18px 40px rgba(0,0,0,0.55);

  /* On light surfaces */
  --shadow-light-sm: 0 1px 2px rgba(16,16,20,0.06), 0 2px 6px rgba(16,16,20,0.05);
  --shadow-light-md: 0 6px 24px rgba(16,16,20,0.08), 0 2px 6px rgba(16,16,20,0.05);
  --shadow-light-lg: 0 24px 60px rgba(16,16,20,0.12);

  /* ---- Cinematic glow (hero logo / spotlight). Use rarely. ---- */
  --glow-soft: 0 0 40px rgba(255,255,255,0.10);                              /* @kind shadow */
  --glow-edge: 0 0 1px rgba(255,255,255,0.6), 0 0 24px rgba(255,255,255,0.18); /* @kind shadow */

  /* ---- Inner hairline (top-light on cards) ---- */
  --inset-hairline: inset 0 1px 0 rgba(255,255,255,0.06);   /* @kind shadow */

  /* ---- Blur / glass (used for overlays, sticky nav, scrims) ---- */
  --blur-sm: 8px;       /* @kind other */
  --blur-md: 16px;      /* @kind other */
  --blur-lg: 28px;      /* @kind other */
  --glass-dark: rgba(10,10,11,0.66);
  --glass-light: rgba(252,252,253,0.72);

  /* ---- Film grain & texture opacity (premium photo treatment) ---- */
  --grain-opacity: 0.045;   /* @kind other */

  /* ---- Image treatments ---- */
  --img-duotone: grayscale(1) contrast(1.05) brightness(0.96);  /* @kind other */
  --img-overlay: var(--scrim-full);                            /* @kind other */
}
