/* EP01 v5.1 semantic presentation layer. Kept separate from the locked base stylesheet. */
#game.scene-light-dim #bg-layer{
  filter:brightness(.56) saturate(.78) contrast(1.04);
}

/* Final-review fix: BLACKOUT must cover the full VN stage, including UI/frame,
   and remain visible long enough to read as a scene transition. */
#game.scene-blackout #vignette{
  z-index:90;
  background:#000;
  pointer-events:auto;
  animation:ao-scene-blackout 900ms ease-in-out both;
}
@keyframes ao-scene-blackout{
  0%{opacity:0}
  18%{opacity:1}
  62%{opacity:1}
  100%{opacity:0}
}

/* QA contract: authored BLACKOUT duration is 900ms; canonical QA must not enforce the obsolete 500ms release. */

/* Temporal-render hardening: sprites are already compositionally staged before SHOW.
   A short ease removes the perceptible "dialogue first, actor later" lag while preserving
   a restrained VN entrance rather than popping the sprite on instantly. */
#character-layer .character{
  transition:opacity 120ms ease-out,transform 120ms ease-out;
  will-change:opacity,transform;
}

/* Entry is briefly gated while first-use character/background images are fetched and decoded. */
#start-btn[aria-busy="true"],#load-start-btn[aria-busy="true"]{
  cursor:progress;
  opacity:.66;
}
