/* 6.53 — a slightly darker sky-smoke tint beneath the existing pearl sheen.
   The five existing backplates keep their exact geometry, curved corners,
   stacking, input and parent-owned fades. The cream highlight and cool clear
   body fit the existing sky/parchment palette; no opaque fill or chrome effect.
   Body tint is five opacity points stronger than 6.52. Rim and sheen are intact.
   The glass-specific 90–94% reveal is owned by the shared camera sample in JS.
   Static gradients only: no blur, filters, shadows, images or animation. */
.glass646-panel{display:none;}
body.map64-enabled:not(.touring) .glass646-panel{
 display:block;position:absolute;box-sizing:border-box;z-index:-1;
 pointer-events:none;user-select:none;
 /* A broad feathered reflection, not a moving glint or a frosted surface.
    Reflections sit behind content, so existing text and card art stay sharp. */
 background:
  linear-gradient(180deg,rgba(255,253,239,.055),rgba(255,253,239,0) 22%),
  linear-gradient(118deg,rgba(255,253,242,0) 30%,rgba(255,253,242,.024) 41%,rgba(255,253,242,.07) 49%,rgba(255,253,242,.022) 57%,rgba(255,253,242,0) 68%),
  linear-gradient(165deg,rgba(58,80,91,.125),rgba(41,65,79,.16) 65%,rgba(69,90,97,.135));
 background-clip:padding-box;
 border:1px solid rgba(249,251,247,.30);
 border-top-color:rgba(255,253,239,.40);
 border-bottom-color:rgba(243,248,246,.20);
 border-radius:clamp(12px,1.1vw,20px);
}
body.map64-enabled .glass646-panel[hidden]{display:none!important;}
/* Model-derived inline width/right edge matches the sidebar at its settled
   position. Only background height bridges the empty desktop gap: no reflow. */
body.map64-enabled #game-hud .glass646-pyramid{
 left:50%;top:-8px;bottom:auto;transform:translateX(-50%);
}
/* ONE plate behind the entire sidebar, not a new outline on each parchment. */
body.map64-enabled #game-hud .glass646-sidebar{inset:-8px;}
/* TWO separate player backplates; foreground frame shapes are not restyled. */
body.map64-enabled #game-hud .glass646-player-0,
body.map64-enabled #game-hud .glass646-player-1{top:-8px;bottom:-8px;}
body.map64-enabled #game-world .glass646-map{margin:0;}

/* Only the moving, settled map needs retained compositor surfaces. Keep the
   original SVG shadows, painted nodes and native pixel ratio: no blur, raster
   screenshot substitute, reduced detail or promoted layer per card/path. */
body.map64-enabled #game-world .map62-layer.map653-settled .map62-space,
body.map64-enabled #game-world .map62-layer.map653-settled .glass646-map{
 will-change:transform;
}
