AquaReal Shaders — Complete Package

CONTENTS
1. AquaReal shaderpack — the shader files in this archive.
2. AquaReal Ambient Sounds — companion audio package in the folder
   `AquaReal Ambient Sounds`.

INSTALLATION
- Put this ZIP in Minecraft's shaderpacks folder for Iris/OptiFine.
- Do not extract the shaderpack ZIP itself.
- The ambient-sounds component is included for convenience; follow its
  README for installation/use.

IMPORTANT
The shaderpack and audio controller are separate Minecraft systems. A shader
cannot directly control Minecraft audio. The included ambient component
therefore works through Minecraft's sound system/datapack rather than being
executed by the shader.

Original shader license/attribution files are preserved.

CHANGELOG — Metals & Rain Puddle Reflections (merged from Sarp Shaders concepts)
- Metals now behave like Sarp's PBR metals: reflection tinted by the block's
  own albedo (gold glints gold, copper glints copper), a reflective "floor"
  so they never go fully dark off sun-alignment, and an always-on ambient
  environment reflection that brightens at grazing angles (fresnel), instead
  of only glinting when the sun/moon lines up.
- Rain puddles form as patchy pools (noise-based placement, world-locked so
  they don't swim as you move) instead of a uniform sheen.
- Fixed a bug where puddle reflectivity was silently cancelled at high
  rainStrength; puddle reflection is now computed independently of the
  dry-weather sun-glint dimming, so puddles get MORE reflective as the storm
  gets heavier, not less.
- Puddles pick up a soft grey sky-tone sheen at grazing angles so they read
  as wet even under an overcast sky.
- Wet surfaces now darken slightly (soaked-in look), matching Sarp's
  porosity-based albedo darkening for rain-wet blocks.
- Changes live in shaders/common/solid_blocks_*.glsl and
  shaders/lib/material_gloss_fragment.glsl (Overworld only; Nether/End and
  the Voxy/Distant-Horizons LOD path are unaffected).
