/* Univer — depth: glass recipe, blur, shadows.
   Rule: DARK glass is translucent (the scene must read through it).
   LIGHT/SAND glass is opaque warm-white — a translucent card on a sand field
   loses its edge. Separation in Sand comes from surface↔bg tone gap + soft
   warm shadow + hairline, never from a dark border. */
:root,[data-theme="dark"]{
  --blur:22px; /* @kind other */
  --saturate:180%; /* @kind other */
  --glass:var(--surface); /* @kind color */
  --glass-border:var(--stroke); /* @kind color */
  /* top inner highlight = the VisionOS "lit edge" */
  --glass-sheen:inset 0 1px 0 rgba(255,255,255,.14); /* @kind shadow */
  --shadow-sm:0 1px 2px rgba(3,7,16,.42),0 4px 12px rgba(3,7,16,.30);
  --shadow-md:0 2px 6px rgba(3,7,16,.44),0 14px 34px rgba(3,7,16,.38);
  --shadow-lg:0 6px 14px rgba(3,7,16,.48),0 34px 70px rgba(3,7,16,.50);
  --glow-accent:0 18px 50px rgba(53,87,138,.32); /* @kind shadow */
}
[data-theme="light"],[data-theme="sand"]{
  --blur:18px; /* @kind other */
  --saturate:120%; /* @kind other */
  --glass:var(--surface); /* @kind color */
  --glass-border:var(--stroke); /* @kind color */
  --glass-sheen:inset 0 1px 0 rgba(255,255,255,.9); /* @kind shadow */
  /* warm brown-grey shadows only — no blue/neutral black */
  --shadow-sm:0 1px 1px rgba(90,62,30,.06),0 3px 8px rgba(90,62,30,.07);
  --shadow-md:0 1px 2px rgba(90,62,30,.07),0 10px 24px rgba(90,62,30,.10);
  --shadow-lg:0 2px 6px rgba(90,62,30,.08),0 26px 56px rgba(90,62,30,.14);
  --glow-accent:0 18px 44px rgba(181,101,29,.22); /* @kind shadow */
}
/* The one true panel recipe. */
.u-glass{background:var(--glass);border:var(--hairline) solid var(--glass-border);border-radius:var(--r);box-shadow:var(--shadow-md),var(--glass-sheen);-webkit-backdrop-filter:blur(var(--blur)) saturate(var(--saturate));backdrop-filter:blur(var(--blur)) saturate(var(--saturate))}
