/* ============================================================
   TCA WEBSITE — "OUR STORY" SCENE
   3-layer parallax (sky -> school building -> children), same
   sticky-frame technique as hero.css, plus the same ambient effects
   engine hero uses (dandelions, falling leaves, procedural grass —
   see scene-fx.css). The source art this time doesn't split out a
   separate ground/path layer the way the previous art did, so the
   grass at the bottom is procedural (spawnGrass in parallax.js),
   same technique as hero's foreground grass — this is also what
   makes the hero->about handoff feel continuous: same motion
   language, not just a matching color palette.

   z-index map (this scene is its own stacking context, so these
   numbers don't need to match hero.css's):
     1  about-scene-layer--sky       (sky + clouds + mountains, opaque)
     2  about-scene-stars
     3  about-scene-layer--building  (school building + hillside)
     4  about-dandelions             (floating seeds, ambient)
     5  about-scene-layer--children, about-grass-feet
     7  about-leaves                 (falling leaves, full-bleed overlay)
     8  about-close-grass            (blurred foreground band, closest)
     9  about-scene-top-fade
     10 about-scene-fade
     11 about-scene-scrim
     12 about-scene-badge-wrap
     13 about-scene__content

   The eagle is intentionally NOT here — it's earmarked for the
   Programs section later, per direction.
   ============================================================ */

.about-scene {
  position: relative;
  background: var(--navy-dark);
  padding: 0;
}

.about-scene-wrapper {
  position: relative;
  height: 200vh;
}

.about-scene-frame {
  position: sticky;
  top: 0;
  height: 100vh;
  overflow: hidden;
  display: flex;
  align-items: center;
}

.about-scene-parallax {
  position: absolute;
  inset: 0;
  z-index: 1;
  overflow: hidden;
}

.about-scene-layer {
  position: absolute;
  left: 0;
  right: 0;
  top: 0;
  height: 108%;
  will-change: transform;
}

.about-scene-layer img {
  width: 100%;
  height: 100%;
  object-fit: cover;
  object-position: center;
  display: block;
}

.about-scene-layer--sky       { z-index: 1; }
.about-scene-layer--building  { z-index: 3; }
.about-scene-layer--children  { z-index: 5; }

/* ---- Floating dandelion seeds — same engine as hero (.fx-dandelion,
   scene-fx.css), this scene just owns the container's z-index/position. ---- */
.about-dandelions {
  position: absolute;
  inset: 0;
  z-index: 4;
  overflow: hidden;
  pointer-events: none;
}

/* ---- Falling leaves — same engine as hero (.fx-leaf, scene-fx.css).
   Full-bleed overlay, above the children layer, same as hero's. ---- */
.about-leaves {
  position: absolute;
  inset: 0;
  z-index: 7;
  overflow: hidden;
  pointer-events: none;
}

/* ---- Procedural grass (spawnGrass in parallax.js) — this art doesn't
   include a separate painted ground layer, so the swaying grass at the
   bottom is generated the same way hero's is: a small tuft near the
   children's feet, plus a dense blurred close-grass band spanning the
   full width as the nearest layer. Same two-container split as hero
   (.hero-feet-grass / .hero-close-grass) so the motion matches. */
.about-grass-feet {
  position: absolute;
  left: 40%;
  width: 28%;
  bottom: 0%;
  height: 20%;
  z-index: 5;
  overflow: visible;
  pointer-events: none;
}

.about-close-grass {
  position: absolute;
  left: -3%;
  right: -3%;
  bottom: -8%;
  height: 34%;
  z-index: 8;
  overflow: visible;
  pointer-events: none;
  filter: blur(2.5px);
}

/* Ambient drift lives on this inner element, not the scroll-parallax
   layer itself — a CSS animation and a JS-set inline transform on the
   SAME element fight over `transform` (the animation silently wins),
   which would cancel the scroll depth outright. */
.about-scene-clouds-drift {
  width: 100%;
  height: 100%;
  animation: aboutCloudDrift 50s ease-in-out infinite alternate;
}

@keyframes aboutCloudDrift {
  0%   { transform: translate3d(-1.2%, 0, 0) scale(1.02); }
  100% { transform: translate3d(1.2%, 0, 0) scale(1.02); }
}

/* ---- Stars: sparse twinkle in the upper sky ---- */
.about-scene-stars {
  position: absolute;
  inset: 0;
  z-index: 2;
  overflow: hidden;
  pointer-events: none;
}

.about-scene-star {
  position: absolute;
  top: var(--y);
  left: var(--x);
  width: var(--s);
  height: var(--s);
  border-radius: 50%;
  background: #fff;
  box-shadow: 0 0 6px 1px rgba(255, 255, 255, 0.6);
  opacity: 0;
  animation: aboutTwinkle var(--dur) ease-in-out infinite;
  animation-delay: var(--delay);
}

@keyframes aboutTwinkle {
  0%, 100% { opacity: 0; transform: scale(0.5); }
  50%      { opacity: var(--peak, 0.9); transform: scale(1); }
}

/* ---- Fade from hero — this element didn't exist before, which was
   the real cause of the hard seam: hero's bottom-edge darkening had
   something to converge toward, but about-scene's top had nothing
   matching it, so raw sky color (light pastel dusk) sat directly
   against hero's darkened grass with no shared value at the boundary.
   rgba(6,5,20,0.94) is the exact color+opacity hero's bottom edge now
   fades up to (see hero.css .hero-parallax::after) — matching it here
   means the seam is one continuous color at the point of contact,
   not two gradients that happen to both be "dark-ish." z-index above
   the layer stack but below the scrim/badge/content so it reads as
   atmosphere, not a UI element. */
.about-scene-top-fade {
  position: absolute;
  left: 0;
  right: 0;
  top: 0;
  height: 26%;
  z-index: 9;
  pointer-events: none;
  background: linear-gradient(to bottom,
    rgba(6, 5, 20, 0.94) 0%,
    rgba(6, 5, 20, 0.55) 16%,
    transparent 38%);
}

/* ---- Fade toward the next scene — blends into programs-scene below.
   z-index sits above the leaves/close-grass ambient layers (7/8) —
   otherwise the fade would sit underneath the grass instead of over
   it, and the handoff would show a hard edge of un-faded grass
   instead of blending out. Target color is the shared dark handoff
   value: this section hands off to programs-scene (a dark photo
   scene), not directly to the flat white catalog — that fade lives
   on programs-scene's own bottom edge instead (see
   programs-scene.css .programs-scene-fade). If programs-scene is ever
   removed, point this back at var(--white). */
.about-scene-fade {
  position: absolute;
  left: 0;
  right: 0;
  bottom: 0;
  height: 30%;
  z-index: 10;
  pointer-events: none;
  background: linear-gradient(to bottom, transparent 0%, rgba(6, 5, 20, 0.94) 95%);
}

/* Darkening scrim behind the text panel, right side. Also sits above
   the grass for the same reason — the legibility darkening needs to
   apply to the grass too, not just the layers behind it. */
.about-scene-scrim {
  position: absolute;
  inset: 0;
  z-index: 11;
  pointer-events: none;
  background: linear-gradient(100deg,
    transparent 0%,
    transparent 24%,
    rgba(8, 6, 24, 0.35) 42%,
    rgba(8, 6, 24, 0.88) 58%,
    rgba(8, 6, 24, 0.9) 100%);
}

/* ---- Badge — positioned top-center over the scene ---- */
.about-scene-badge-wrap {
  position: absolute;
  z-index: 12;
  top: 8%;
  left: 50%;
  transform: translateX(-50%);
}

/* ---- Content panel ---- */
.about-scene__content {
  position: relative;
  z-index: 13;
  max-width: 600px;
  margin-left: auto;
  padding: 0 3rem;
  text-align: left;
}

.about-scene__content .section-label,
.about-scene__content .section-title,
.about-scene__content .section-text {
  margin-bottom: 1rem;
}

.about-scene__content .section-text {
  color: rgba(255, 255, 255, 0.82);
}

.about-scene__content .about__points {
  margin-top: 1.75rem;
}

/* ---- Points grid — frosted glass cards, dark-scene variant ---- */
.about__points {
  display: grid;
  grid-template-columns: 1fr 1fr;
  gap: 0.85rem;
}

.about__point {
  background: rgba(255, 255, 255, 0.08);
  border: 1px solid rgba(255, 255, 255, 0.14);
  border-left: 3px solid var(--gold);
  border-radius: 0 var(--radius-md) var(--radius-md) 0;
  padding: 1rem 1.1rem;
  backdrop-filter: blur(3px);
  -webkit-backdrop-filter: blur(3px);
}

.about__point .pt {
  font-weight: 700;
  font-size: 0.85rem;
  color: var(--white);
}

.about__point .pd {
  font-size: 0.78rem;
  color: rgba(255, 255, 255, 0.7);
  margin-top: 2px;
}

/* ---- Responsive ---- */
@media (max-width: 900px) {
  .about-scene-wrapper { height: 175vh; }
  .about-scene__content {
    margin: 0 auto;
    max-width: 100%;
    padding: 0 1.5rem;
    text-align: left;
  }
  .about-scene-scrim {
    background: linear-gradient(180deg,
      rgba(8, 6, 24, 0.84) 0%,
      rgba(8, 6, 24, 0.9) 22%,
      rgba(8, 6, 24, 0.91) 78%,
      rgba(8, 6, 24, 0.84) 100%);
  }
  .about-scene-badge-wrap { top: 4%; }
  .about-scene-badge-wrap .excellence-badge { --badge-size: 96px; }
  .about__points { grid-template-columns: 1fr 1fr; gap: 0.6rem; }
  .about__point { padding: 0.8rem 0.9rem; }
}

@media (prefers-reduced-motion: reduce) {
  .about-scene-wrapper { height: auto; }
  .about-scene-frame { position: relative; }
  .about-scene-clouds-drift,
  .about-scene-star {
    animation: none !important;
  }
  .about-scene-star { opacity: 0 !important; }
  /* .fx-leaf / .fx-dandelion / .blade reduced-motion rules live in
     scene-fx.css since both hero and about-scene use them now. */
}
