/* Membrane Health — experiential visual brightness pass.
   Visual rendering surfaces only. Page copy, controls, cards, and typography
   are intentionally excluded. */

:root {
  --mh-experience-brightness: 1.25;
  --mh-modes-brightness: 1.5;
}

/* A Living Position */
#wedge .lp-atmosphere,
#wedge #lp-field {
  filter: brightness(var(--mh-experience-brightness)) !important;
}

/* What It Measures — current cinematic engine plus legacy fallback */
#different .wm3__canvas,
#different .wm__canvas,
#different #wm-field {
  filter: brightness(var(--mh-experience-brightness)) !important;
}

/*
   Why Membrane is deliberately excluded from CSS brightness filters.
   Its SVG membrane and depth canvas are synchronized geometrically every frame;
   filtering those layers independently creates separate compositing contexts and
   can visually detach the interior wells from the membrane. Its 25% lift is
   applied inside why-membrane.js instead, where geometry remains untouched.
*/

/* What's Under the Hood — current relational field plus legacy fallback */
#science .uh2__canvas,
#science .uh__canvas,
#science #uh-field,
#science .mh-signature-canvas {
  filter: brightness(var(--mh-experience-brightness)) !important;
}

/*
   The Five Modes — 50% brighter as a composed experience.
   Brighten the visual stage as one unit so its canvas/SVG layers retain their
   original relationship, and lift the atmospheric world around it separately.
   Mode labels, descriptions, buttons, and section copy remain untouched.
*/
#modes .fm__stage {
  filter: brightness(var(--mh-modes-brightness)) saturate(1.08) !important;
}

#modes .fm__aurora,
#modes .fm__world {
  filter: brightness(var(--mh-modes-brightness)) saturate(1.08) !important;
}

/* Prevent the earlier per-layer 25% rule from stacking on top of the 50% stage lift. */
#modes .fm__phenomena,
#modes #fm-field,
#modes .mh-signature-canvas {
  filter: none !important;
}
