Prompt: Build a standalone cyberpunk HUD page called "KESTREL//NET — Cyber Rain HUD" for a fictional city network operator. Background: a full-screen canvas of falling glyph rain (katakana, half-width kana, digits, Greek letters and symbols) on near-black #03050a, sized to devicePixelRatio (capped at 2), with trails made by painting a translucent black rectangle every step; it updates on a throttled requestAnimationFrame cadence (about 25 steps per second, slower under reduced motion). Most columns are cyan #29f6ff, every seventh column magenta #ff2bd6, random bright white sparkles, and glyphs near the pointer render pure white like a flashlight. Over it sits a fixed overlay of 1px scanlines and a dark radial vignette. Typography: ui-monospace/"SF Mono"/Menlo/Consolas for all interface text, "Arial Black"/Impact for the huge headline and big numbers. Layout: a 12-column grid with a top bar (cyan node ID "KESTREL//NET · NODE 7-ALBA", a blinking magenta "Uplink live" dot, a live clock), an 8-column hero panel with the headline "Rain over Sector 9", story copy with lime-highlighted instructions and two chamfered buttons ("Trigger surge" solid cyan, "Swap spectrum" ghost outline), a 4-column core-status panel with dashed-divider stat rows (packet rate, mesh integrity, rain density, threat level in glowing magenta, operator name), and three equal panels: an 18-bar throughput histogram with eased heights, an uplink latency readout with a semicircular SVG gauge driven by stroke-dashoffset, and a tail-style event log whose newest line is lime. Panels use clip-path chamfered corners, a translucent dark fill with slight backdrop blur, and a 1px gradient border (cyan to magenta) made with a masked pseudo-element. Glitch on hover or focus: the headline gets RGB-split magenta and cyan copies via ::before and ::after with content attr(data-text), animated through stepped clip-path inset slices and offsets, plus a tiny jitter; panel headings flicker like failing neon. Data updates every second (with randomness) and a new log line arrives every 2.6 seconds. "Trigger surge" spikes rain speed and every metric, decaying back smoothly; "Swap spectrum" cycles the global accent pair through cyan/magenta, lime/cyan and magenta/amber for both the HUD and the rain. Responsive: hero and side panels stack under 900px; the three small panels go 2-up then 1-up. Reduced motion slows the rain and disables blink, glitch and flicker animations. Title: Kestrel Rain HUD Description: A moody neon operator console floating above a storm of falling glyphs. Chamfered translucent panels with gradient hairline borders carry live-feeling telemetry, while the rain behind them reacts to the pointer and to surge events. Hovering any panel makes it glitch and flicker like a failing display, giving the whole interface a tense, cinematic edge. Visual techniques: - HiDPI canvas glyph rain with trail fading, per-column speed and pointer-proximity highlighting - Throttled animation cadence on top of requestAnimationFrame for a cheap loop - clip-path polygon chamfered panels and buttons - Masked pseudo-element gradient borders using mask-composite - RGB-split glitch text from attr(data-text) pseudo-elements with stepped clip-path inset keyframes - Neon flicker keyframes, scanline overlay and vignette - SVG semicircle gauge using stroke-dashoffset and a CSS-transitioned bar histogram Interaction model: Move the pointer to light up the rain beneath it. Hover or focus a panel to make its text glitch and flicker. Press "Trigger surge" to send a burst through the storm and the metrics, which then calm down on their own, and press "Swap spectrum" to cycle the neon color scheme across the whole HUD and the rain. The clock, stats, histogram, latency gauge and log update continuously.