WebGPU pixel look: GPU colours the world, CPU only rare cells (t88 phase 2a)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -29,7 +29,7 @@ body {
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font-family: var(--font-ui); font-size: calc(13.5px * var(--ui)); line-height: 1.4;
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-webkit-user-select: none; user-select: none; touch-action: none;
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}
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canvas#game { position: fixed; inset: 0; width: 100vw; height: 100vh; display: block; image-rendering: pixelated; cursor: none; } /* the game draws its own aim */
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canvas#gpu, canvas#game { position: fixed; inset: 0; width: 100vw; height: 100vh; display: block; image-rendering: pixelated; cursor: none; } /* the game draws its own aim */
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/* overlay modes (thermal lens, info overlay): a coloured frame with corner brackets, a light wash
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for the info overlay so the world stays clear, and a named badge at the bottom of the screen */
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#ovframe { position: fixed; inset: 0; pointer-events: none; opacity: 0; transition: opacity 0.2s; --ov: 92, 186, 166; }
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@@ -399,3 +399,6 @@ input.text { background: var(--soot-0); border: 1px solid var(--soot-4); border-
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#hud.building:has(#minimap:not([hidden])) ~ #perf { bottom: calc(350px * var(--ui)); }
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#hud.building:has(#minimap:not([hidden])) ~ #saving { bottom: calc(390px * var(--ui)); }
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}
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canvas#gpu { pointer-events: none; }
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canvas#gpu[hidden] { display: none; }
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