OGL renderer.setSize() sets both the internal buffer and CSS dimensions,
so the 10% resolution canvas was only covering 10% of the screen.
Now explicitly reset canvas.style.width/height to 100% after setSize()
so the small buffer is upscaled by the browser to full viewport.
- Render WebGL canvas at 10% viewport resolution (~20K px vs 2M px)
- Replace backdrop-filter: blur(80px) with filter: blur(20px) on canvas
(backdrop-filter composites ALL layers underneath — 10-20x more expensive)
- Disable antialiasing (useless when output is blurred)
- Lower target FPS from 30 to 20 (imperceptible for ambient background)
- Add CSS contain: strict to isolate layout/paint recalculations
- Remove separate blur overlay div (one element instead of two)
Reported: GTX 1660S showed 30-55% GPU load with cabinet open.
Expected: ~1-5% GPU after this change.
Split the monolithic useEffect into two: one for WebGL init (depends
only on isEnabled) and one for updating color uniforms (depends on
theme colors). Previously the entire WebGL context was torn down and
rebuilt on every color change, causing updates to not apply until
page refresh or navigation.
CSS wave-blobs now use accent-800 instead of accent-500 for a subdued
background glow. Aurora WebGL shader receives a darkened accent (45%
brightness) so bright accent colors like #e85002 no longer produce
overly intense background blobs while button colors stay unchanged.
Instead of generating color stops from accent at fixed intensities,
use the actual background, surface and accent colors from theme settings.
This ensures Aurora properly adapts to both dark and light themes.
Aurora WebGL всегда использовала darkBackground для color stops,
при переключении на светлую тему фон анимации оставался тёмным.
Добавлен useTheme() для реактивного определения текущей темы,
background выбирается между darkBackground и lightBackground.