:root{
  /* Hard offset shadows only — zero blur radius. Blur is for glows, never for depth. */
  --shadow-sm:2px 2px 0 var(--border-outline);
  --shadow-md:4px 4px 0 var(--border-outline);
  --shadow-lg:6px 6px 0 var(--border-outline);
  --shadow-drop:0 4px 0 rgba(0,0,0,.35);           /* sprite standing on ground */
  --shadow-panel:var(--shadow-md),var(--bevel-light),var(--bevel-dark);
  /* glows: the one place blur is allowed */
  --glow-ready:0 0 0 2px var(--gold-200),0 0 18px 2px rgba(245,199,60,.55);
  --glow-ready-strong:0 0 0 3px var(--gold-100),0 0 28px 6px rgba(245,199,60,.7);
  --glow-danger:0 0 0 2px var(--heart-red),0 0 16px 2px rgba(224,64,44,.5);
  /* dithered shading overlay (45° 2px checker) — use as a background-image layer */
  --dither-dark:repeating-conic-gradient(rgba(0,0,0,.18) 0% 25%,transparent 0% 50%) 0 0/4px 4px; /* @kind other */
  --dither-light:repeating-conic-gradient(rgba(255,255,255,.22) 0% 25%,transparent 0% 50%) 0 0/4px 4px; /* @kind other */
}
