Renford Tomlinson
Unique horror shaderpack for Minecraft 1.20.1, made for horror modpacks and horror videos.

Install:
1. Put this ZIP into .minecraft/shaderpacks/
2. Use OptiFine or Iris/Oculus for Minecraft 1.20.1.
3. Select "Renford Tomlinson" in shader settings.

Updated: daytime is now brighter while keeping the horror look; night remains very dark.

New upgrade: realistic procedural clouds, cinematic sun/sunset, random daily sunrise/sunset palettes, cooler realistic shadows, smoke wisps, low crawling fog, filmic curve, flares, horizontal letterbox bars, vertical pillarbox bars, and an easier settings menu.

Features:
- Dark horror color grading, crushed blacks, desaturation, blood-red lift
- Fixed procedural clouds that render on the sky dome generated in the shader
- Insane cinematic sun disc/halo with random sunrise and sunset colors each Minecraft day
- Cool blue horror shadow tint, soft PCF shadows, contact shadow boost
- Cinematic smoke wisps and low crawling fog
- Real-time shadow pass with adjustable resolution/distance/darkness/softness
- Dense cinematic fog, cave fog, distant mist, faint shafts
- Flickering warm torch lighting for scary corridors
- Murky water, blackened sky, vignette, film grain, scratches, chromatic aberration
- Multiple profiles and lots of settings in Shader Options

Tip for horror videos: use Medium or High, set FOG_DENSITY between 0.42 and 0.70, SHADOW_DARKNESS 0.85, and reduce EXPOSURE to 0.75.

Latest update:
- Fixed procedural clouds so they appear in the sky more reliably across shader loaders.
- Added realistic horror water: waves, reflections/glints, foam, caustics, rain ripples, murky tint, underwater distortion.
- Added horror camera extras: wet lens, lens dirt, VHS wobble, scanlines, nightmare pulse, dynamic exposure, layered depth mist.

Cloud fix update:
- Clouds are now world-space sky-plane clouds using camera/world direction, not a screen overlay. They should stay in the sky when you look around.

Bugfix/shading update:
- Fixed cloud/sky mask so clouds no longer project onto terrain or water as a screen image.
- Reduced overly glassy water overlay opacity.
- Added real shading upgrades: SSAO, depth contact shadows, directional block shading, stronger cool shadow grading.

Latest requested update:
- Removed cinematic bars completely from final rendering and menus.
- Fixed checker-pattern water by switching to smooth procedural water color and non-grid caustics.
- Added shore-adaptive wave intensity approximation: calmer near shore-like edges, stronger in open water patches.
- Added horizontal horizon fog controls in addition to vertical/low fog.

Latest update:
- Removed sun flares/anamorphic flare post effect. Realistic sun disc/sunset lighting remains, but no flare streaks.

Latest moon/preset update:
- Added small realistic moon, optional random daytime moon visibility, and blue moonlight that tints the world.
- Added four requested profiles: Realism, Horror, Performance, High Quality.
- Boosted torches and other block lights so areas near light are much brighter while unlit night stays pitch black.
- Added more realism controls and more horror darkness controls.

Preset/settings UI update:
- Cleaned presets to exactly four valid profiles: Realism, Horror, Performance, High Quality.
- Removed invalid preset entries that could make shader settings buggy.
- Added colored preset labels and colored important setting labels.
- The shader loader controls preset cycling; with only four valid profiles, left/right profile clicks should wrap cleanly in loaders that support wraparound.

Contrast/moon/color update:
- Increased default contrast/definition and added local contrast plus edge-definition controls.
- Added procedural textured moon with craters and detail controls.
- Added Color Controls page for day sky, night sky, sunrise, sunset, moon, torch color, vibrance, and sunset randomness.
- Rebuilt the four presets so they are visually much more different: natural Realism, ugly/dark Horror, stripped Performance, and colorful High Quality.

Moon upgrade:
- Made the moon much larger by default.
- Rebuilt the moon texture with dark lunar seas, crater rims, dusty noise, blue rim glow, and stronger crater controls.
- Presets now use different moon sizes/details, with Horror and High Quality having huge cinematic moons.

Color artifact fix:
- Fixed unsafe vibrance math that could create neon/yellow channel clipping.
- Changed local contrast to luminance-only so it no longer makes red/yellow outlines on every block.
- Reduced edge definition strength and toned down preset color clipping.

Compile fix:
- Fixed final.fsh duplicate variable name conflict by renaming luminance variables.

Visual sanity fix:
- Disabled extreme horror/camera/edge effects by default so the pack no longer looks posterized or mustard-yellow when first loaded.
- Sky is no longer pure black by default; pitch-black sky remains available through Horror settings.
- Reduced yellow torch wash and added a small white-balance correction.
- Profiles still provide distinct Realism/Horror/Performance/High Quality looks, but High Quality is now clean instead of weird.

Full revamp update:
- Fixed profile UI overflow by shortening colored preset names.
- Revamped defaults to a cleaner, less broken-looking cinematic realism base.
- Rebuilt profiles so Realism/Horror/Performance/High Quality are distinct but stable.
- Rebuilt moon texture using GLSL 1.20-safe crater code with no arrays/loops.

Sun/moon fix:
- Fixed moon texture appearing on the sun by detecting overlapping sun/moon directions and using a safe moon fallback direction.
- Moon is also suppressed if it gets too close to the sun disc.

Light-level darkness revamp:
- Removed contrast/black-crush/manual darkening from the final pass.
- Removed forced horror post-darkening from presets.
- Darkness now comes from lightmaps: light level 0 becomes pitch black, while lit areas stay naturally visible.
- Added Light Level 0 Is Pitch Black and Light Zero Cutoff controls.

Night black fog update:
- Added Night Black Fog: at night, distance fog fades the world and sky into pure black.
- Added controls for strength, start distance, and end distance in the Fog menu.

Night darkness fix:
- Raised the light-zero cutoff because Minecraft lightmaps often are not literal 0.0.
- Added Night Unlit Black Strength so unlit ground at night becomes fully black, while torch-lit areas remain visible.
- Pulled night black fog closer for darker distance visibility.

Smooth darkness update:
- Smoothed the light-level black transition so dark areas fade instead of forming hard black patches.
- Added Night Darkness Smoothing control.
- Smoothed night black fog with a wider curve and subtle noise breakup.

Water revamp:
- Made water darker, murkier, and less vanilla.
- Added horror water style with abyss patches, dark swirls, oily surface sheen, shoreline gloom, creepier foam, and less clean caustics.
- Horror preset now keeps custom water on instead of disabling it.

Horror preset + moon update:
- Horror preset now applies a reddish-orange darker grade even during day.
- Horror sunset is blood red; sunrise is pink/orange.
- Fixed moon visibility with a reliable opposite-sun fallback direction and stronger daytime moon visibility.

Horror preset fix:
- Horror look is now driven by numeric profile settings instead of a profile-only define, so it actually applies.
- Horror preset is now much darker in daytime with a strong red/orange wash.
- Horror sunrise is pink/orange and sunset is blood red.

Hard Horror Mode fix:
- Added a real HORROR_MODE shader option that the Horror preset turns on.
- Horror no longer relies only on slider values; it now hard-overrides sky, fog, final color, and natural lighting.
- Other presets explicitly disable HORROR_MODE.

Horror mode reliability/tint fix:
- Moved HORROR_MODE into common.glsl so the preset toggle reaches all shader programs.
- Removed the old unused HORROR_COLOR_GRADE option.
- Reduced the red tint intensity; Horror should now be darker/warmer without turning everything solid red.

Vanilla sky object fix:
- Disabled Minecraft/OptiFine vanilla sun, moon, and star texture pass.
- Added gbuffers_skytextured discard pass so only Renford Tomlinson procedural sun/moon render.

Render fix:
- Removed gbuffers_skytextured discard pass because some shader loaders route textured rendering through it, causing blocks/entities to vanish.
- Vanilla sun/moon remain disabled through shaders.properties instead.

Sky upgrade:
- Added procedural stars, Milky Way band, aurora curtains, and a deeper sky gradient.
- Added sky controls for stars, Milky Way, aurora strength/speed, and sky depth.
- High Quality gets the most dramatic sky; Realism stays subtle.

Water artifact fix:
- Removed block-cell/fract shore masks that caused checker/jagged black water borders.
- Replaced hard shoreline gloom with smooth non-black water darkening.
- Reduced abyss/edge opacity so water no longer creates black square artifacts.

Water visibility/waves update:
- Increased water opacity and surface color so water is clearly visible.
- Added stronger animated wave highlights/fine ripple bands.
- Increased vertex wave motion and profile wave strengths.

Water 3D noise update:
- Anchored water noise to absolute world position using cameraPosition, so it should no longer move with the camera.
- Replaced 2D water patterns with animated 3D FBM noise for waves, swirls, oil, foam, and abyss patches.

Horror atmosphere update:
- Horror preset now keeps procedural clouds, sun, and moon enabled.
- Horror sky keeps a slight blue upper tone while the horizon/fog/atmosphere becomes blood red-orange.
- Horror clouds now get a red-orange atmospheric stain instead of disappearing.

Water shading update:
- Added wave normals from nearby 3D noise samples.
- Added slope shadows, crest highlights, moon/sun wave lighting, and specular streaks so waves are noticeable.
- Added water normal/specular/shadow strength controls.

Horror sky color update:
- Horror preset sky is now much bluer.
- Red/orange atmosphere influence reduced to about 25%.
- Blood sunset and pink/orange sunrise remain, but normal sky/fog stays mostly blue.

Night water fix:
- Added safe sun/moon normalization to prevent night-time water glitches.
- Added a subtle night water visibility floor, softened moon glints, reduced black abyss/oil artifacts at night, and lowered night water alpha.
- Smoothed close-range night black fog to reduce hard water-edge popping.

Night water visual fix:
- Brightened night water floor so it reads as water, not a flat black sheet.
- Lowered night water alpha, reduced abyss darkness, added moonlit wave sheen, and pushed black fog farther out.

Night water translucency fix:
- Lowered water alpha heavily at night so water is translucent again.
- Reduced night water fill/abyss opacity so terrain below water can show through.
