Danir Ultimate Shader 1.0.14 — 2026-08-01

- Removed the constant handFill light from every opaque deferred pipeline.
- Removed the matching constant light floor from translucent held geometry.
- Hands, grass blocks, tools and all other held objects now use their sampled
  sky/block light instead of glowing inside sealed unlit rooms.
- Kept v1.0.13 solid-hand alpha blending disabled, so the hand remains opaque.
- Recompiled the full root/Overworld/Nether/End profile matrix after the fix.

Danir Ultimate Shader 1.0.13 — 2026-08-01

- Restored the exact wider, softly mottled blue-violet Milky Way from v1.0.11,
  including its original orientation, dust pattern, warm core and star clusters.
- Disabled alpha blending for the solid gbuffers_hand pass and forced accepted
  base-layer hand pixels opaque, preventing world geometry from showing through
  partially transparent custom-skin pixels.
- Preserved gbuffers_hand_water as the separate translucent held-object layer.
- Recompiled the full root/Overworld/Nether/End profile matrix after the change.

Danir Ultimate Shader 1.0.12 — 2026-08-01

- Increased default water surface opacity from 24.4% to 57.9%, with faster
  depth absorption and a 95.0% deep-water limit.
- Replaced full celestial-sky water reflection with bounded atmosphere-only
  reflection, eliminating reflected stars, Milky Way and the duplicate HDR Sun.
- Replaced the second giant white Sun patch with one capped specular glint,
  gated above the horizon and broken up by animated surface noise.
- Added inexpensive crossing micro-ripples to HIGH and ULTRA water normals.
- Rebuilt the Milky Way as a tilted narrow stellar arc with fine grain, a thin
  warped dust lane, restrained warm core and small colour-varied cluster stars.
- Recompiled 720 stages and linked all 360 program pairs across root,
  Overworld, Nether and End in LOW/default/CINEMATIC configurations.

Danir Ultimate Shader 1.0.11 FINAL — 2026-08-01

- Reduced moon direct light and night sky ambient to roughly two thirds of the
  previous build, keeping terrain readable without making midnight look like day.
- Reduced the procedural Milky Way to 64% of its former intensity while keeping
  its band, dust lane, coloured stars and cloud-free night behaviour.
- Added the missing Iris isEyeInWater=3 powdered-snow branch.
- Powdered snow now applies at least 86% pale blue-grey occlusion to the nearest
  hand and blocks, reaches 98.8% at two blocks and keeps the vanilla frost frame.
- Corrected fog debug output for all camera media.
- Recompiled 720 stages and linked all 360 program pairs across every dimension
  and LOW/default/CINEMATIC configuration.

Danir Ultimate Shader 1.0.10 — 2026-08-01

- Raised neutral linear cave/night ambient and replaced the old blue-biased
  night lift so dirt, grass and foliage retain readable texture detail.
- Added low-light-only chroma control to prevent isolated blue/green texture
  pixels from becoming neon without desaturating daylight or the sky.
- Replaced the clipping linear contrast operation with a continuous,
  luminance-preserving 0/18%-grey/1 S-curve.
- Added an explicit first-person-hand G-buffer mask. Opaque hands and held items
  skip world-shadow lookup, wet specular and receive stable dimension-aware fill.
- Added the same neutral visibility floor to translucent held geometry rendered
  after deferred lighting.
- Recompiled 720 stages, linked 360 program pairs and kept the 1.0.9 Sun-fog
  beam fix and animated End portal unchanged.

Danir Ultimate Shader 1.0.9 — 2026-08-01

- Found the actual cause of the persistent Sun-aligned white blade: terrain fog
  sampled the complete HDR celestial sky with its vertical direction flattened.
- Split the smooth Overworld atmosphere from Sun/Moon discs and stars, and made
  all terrain-fog paths use only the bounded atmosphere colour.
- Added an HDR ceiling to the Overworld fog sky while keeping the detailed Sun,
  Moon and normal empty-sky rendering unchanged.
- Reproduced the old full-height blade with a CPU mirror, verified its absence
  with the new fog function, and added a four-pipeline source regression audit.
- Kept the successful animated End portal/gateway material from 1.0.8 unchanged.

Danir Ultimate Shader 1.0.8 — 2026-08-01

- Hard-disabled beacon-beam colour with a zero-source blend and disabled beacon
  depth writes in shaders.properties.
- Clipped beacon vertices before rasterization while retaining fragment discard,
  and rejected beacon block-entity fallback geometry by its unique material ID.
- Removed the unstable screen-space God-ray depth marcher and replaced it with
  a bounded circular Sun glow that runs only on empty sky pixels.
- Gave End portals and End gateways a dedicated animated HDR material with
  violet/blue nebulae, spiral dust, depth variation and twinkling coloured stars.
- Separated beacon, End-portal/gateway and Nether-portal material IDs so their
  rendering can no longer interfere with ordinary magical emissive blocks.

Danir Ultimate Shader 1.0.7 — 2026-08-01

- Identified and removed the animated Minecraft world-border stripe and its
  purple translucent planes during the second artifact investigation.
- Added Iris renderStage filtering to gbuffers_textured and discard only
  MC_RENDER_STAGE_WORLD_BORDER before it writes opaque G-buffer data.
- Kept unlit particles and every other textured render stage unchanged.

Danir Ultimate Shader 1.0.6 — 2026-08-01

- Made volumetric clouds fade out after sunset and return smoothly at dawn.
- Skipped the entire cloud ray march during full night for a clearer sky and
  lower night-time GPU cost.
- Added a procedural Milky Way with a wide stellar band, dark dust lane,
  warm core, blue-violet nebulosity and dense colour-varied star clusters.

Danir Ultimate Shader 1.0.5 — 2026-08-01

- Disabled the beacon-beam pass during the first investigation of the
  screen-tall white wedge.
- Replaced the sky-only 2D cloud slab with depth-aware volumetric ray marching.
- Added true 3D cloud density, large-scale domain warping, detailed edge erosion,
  front-to-back absorption, silver lining and height-based internal shadows.
- Clouds now render from below, from inside and from above the layer, including
  correctly appearing between a flying camera and distant terrain.

Danir Ultimate Shader 1.0.4 — 2026-08-01

- Prevented water from blending over closer opaque blocks, entities and held
  items by validating every water fragment against the opaque depth snapshot.
- Replaced unstable point-distance water thickness with camera-ray depth and
  stronger Beer-style absorption, removing bright underwater sand patches.
- Corrected the Water Transparency control so higher values really mean clearer
  water and rebuilt Fresnel composition to avoid ghost-like scene blending.
- Rebuilt clouds as 48-block pseudo-volumes with rounded cumulus towers,
  cauliflower edge erosion, bright tops and self-shadowed blue-grey bases.

Danir Ultimate Shader 1.0.3 — 2026-08-01

- Raised night ambient and moon lighting so terrain and dark foliage remain
  readable without turning night into daytime.
- Replaced direction-cell stars with small round spherical stars, removing the
  long white streaks visible at wide FOV.
- Added lunar maria/crater shading, a spherical Moon limb, solar granulation
  and sunspots.
- Rebuilt cloud density, distance fading and vertical shaping to remove the
  broad white horizon strip and produce separated cloud masses.
- Added explicit Minecraft 1.21.11 dimension mappings and compiled Overworld,
  Nether and End pipelines; the End now has only a purple cosmic atmosphere.

Danir Ultimate Shader 1.0.2 — 2026-08-01

- Fixed the LINES linker collision between gl_Vertex and Iris' iris_Position.
- Replaced every ftransform() call with an explicit projection/model-view
  transform so Iris no longer injects the conflicting helper implementation.
- Added a validation rule that rejects any remaining ftransform() reference.

Danir Ultimate Shader 1.0.1 — 2026-08-01

- Fixed NVIDIA error C1503 for undefined RGBA16F/RGBA8 variables.
- Moved framebuffer format directives into the block-comment form required by
  the Iris format specification.
- Strengthened validation so undefined format tokens cannot be hidden by test
  macros.

Danir Ultimate Shader 1.0 — 2026-08-01

- Original Iris-compatible GLSL 330 compatibility pipeline.
- Linear HDR deferred lighting with texture and biome-colour preservation.
- Distorted shadow map with selectable 4/9/16/25-tap PCF.
- Procedural Overworld day, sunset, night, stars, sun and moon.
- Fast, pseudo-volumetric and high cloud presets.
- Separate crimson Nether and purple cosmic End atmospheres.
- Animated depth-aware water with Fresnel sky reflections.
- Rain wetness, held-item light, emissive block mapping and weather fog.
- Depth-occluded god rays.
- Half-resolution bright-pass and separable bloom.
- ACES, Filmic and Reinhard tone-map modes with one gamma conversion.
- LOW, MEDIUM, HIGH, ULTRA and CINEMATIC presets.
- Nine debug views and English/Russian option labels.
