/* ==========================================================================
   STRIKE / LINE — overrides on top of strike-blue.css

   The band is taller than BLUE's and weighted toward its own haze rather
   than its core. Two things do that together: the shader drops `gain` so
   fewer pixels ever climb into the pale-blue/white end of the ramp, and
   the canvas here is given more room with a much longer fade, so what you
   gain is the ghosted upper reach rather than more hot flame.
   ========================================================================== */

#flame {
    /* 34vh -> 42vh: the extra height is headroom for the faded top, and it
       also gives the cursor swell somewhere to grow into */
    height: 42vh;

    /* BLUE fades from solid at 30% straight to nothing. Here the solid part
       ends sooner and the fade runs roughly twice as far, which is what
       reads as smoke coming off the flame instead of a cropped band. */
    -webkit-mask-image: linear-gradient(to top,
            #000 0%, #000 20%, rgba(0, 0, 0, 0.55) 56%, transparent 100%);
    mask-image: linear-gradient(to top,
            #000 0%, #000 20%, rgba(0, 0, 0, 0.55) 56%, transparent 100%);
}

/* .spill (the DOM-side firelight) is left alone deliberately: at 62vh it
   already reaches above the taller flame, and its intensity is driven by
   --flame-i from the shader, so it tracks the new settings on its own.
*/
