/* SNAP cabinet 2.5D v1. Presentation only; no game/controller changes.
 * Keep the original 704:808 canvas ratio even though the new raster has
 * a slightly different intrinsic ratio. All playfield/STOP coordinates,
 * hit targets, transforms and Android swing fixes stay in their old files.
 */
.game .machine-bg {
    aspect-ratio:704 / 808;
    height:auto;
    object-fit:fill;
    /* The approved render already contains lighting and saturated neon. */
    filter:none;
}

/* Static highlight only; never intercept input or animate a full-screen layer. */
.game .glass-layer {
    background:linear-gradient(112deg,transparent 4%,#d2f6ff0a 4.5%,#d2f6ff02 24%,transparent 24.5%);
    box-shadow:inset 1px 0 0 #b7edff18,inset -1px 0 0 #f2baff18;
    pointer-events:none;
}

/* Match the approved glossy control without changing dimensions/position,
 * disabled state, click handling or the original STOP timing. Existing base
 * stylesheet marks these paint properties !important, hence the local override.
 */
.game .ui-panel .stop-button {
    background:linear-gradient(#ff6679 0,#ed244b 44%,#a40930 100%) !important;
    box-shadow:inset 0 2px 1px #ffffff88,inset 0 -2px 4px #640825,0 4px 0 #620b26,0 5px 2px #000c !important;
    text-shadow:0 2px 1px #740b22;
    filter:none;
}

.game .ui-panel {
    box-shadow:none;
}

/* Prize shadows already come from modes.js; keep them and the Android
 * compositor untouched instead of adding another moving-layer filter. */
