/* universe.css: the universe layer (assets/levels/universe.js). The canvas sits behind everything (z-index -1) and never takes
   a pointer. html.u-on is set by the script after its first frame is painted; only then do the page's opaque grounds step aside
   (the canvas paints the very same dawn stops, so nothing shifts). JS off: nothing here applies and the page is as it was. */
canvas.u-canvas{position:fixed;left:0;top:0;width:100%;height:100%;z-index:-1;pointer-events:none;display:block;contain:strict}
html.u-on body{background:transparent}
html.u-on main.x-storm{background:none}
html.u-on section.x-ch#c01,html.u-on section.x-ch#c02,html.u-on section.x-ch#c03,html.u-on section.x-ch#c04,
html.u-on section.x-ch#c05,html.u-on section.x-ch#c06,html.u-on section.x-ch#c07,html.u-on section.x-ch#close,
html.u-on section.x-ch[data-era="light"],html.u-on .x-era[data-era="light"],html.u-on section.x-ch#close .x-era[data-era="light"]{background:none}
html.u-on section.x-ch#close::before{background:none}      /* the ramp's height stays; the canvas paints its colours */
html.u-on .x-era[data-era="light"]{box-shadow:none}
html.u-on .x-era[data-era="light"]::before{background:none}
@media print{canvas.u-canvas{display:none}}
html.u-on section.x-ch#c08{background:none}
