EDDYVEIL SHADERS v5.5.1d - macos
Private cinematic fantasy shader pack for Iris + Sodium

EDITION
macOS / Apple Silicon build

TARGET
- Minecraft Java Edition 26.1.2
- Iris 1.11.2+ and Sodium 0.9.1+
- 12-16 chunk render distance recommended
- Fancy graphics recommended for complete transparent leaf geometry

INSTALL
- Delete older Eddyveil v5.5.1 duplicates from the shaderpacks folder first,
  especially files ending in (1), (2), or (3)
- Fully close Minecraft before replacing the shader pack
- Copy Eddyveil Shaders v5.5.1d - macos.zip into the Minecraft shaderpacks folder
- Keep the file zipped and select it from Iris Shader Packs

DEFAULTS
- Quality profile: Low
- Brightness: Bright, with vibrant high-exposure daylight
- Leaves: transparent Stable mode with atlas-safe coverage and seam-free sway
- Shadow Strength: Dramatic
- Fantasy Fog: Fantasy
- Cloud Coverage: Cloudy
- Cloud Visibility: Visible
- Clouds: fixed world-space 3D volume from Y 176 to Y 272
- God Rays: Cinematic
- Reflections: Glassy
- World Reflections: Glassy real scene reflections
- Water Mirror Style: Dark Mirror
- Water Waves: Oceanic
- Water Clarity: Clear
- Water Depth Color: Cinematic
- Water Refraction: Natural
- Surface Gloss: Polished
- Biome Atmosphere: Fantasy
- Biome Storms: Active
- End Atmosphere: Dreamfog
- End Auroras: Enchanted
- Nether Atmosphere: Furnace Fog
- Wind: Fantasy Gusts
- Contact Shadows: LOD Only (band-free near terrain)
- Colored Light Bounce: Low
- Colored Light Strength: Strong
- Selective Emissive Glow: Visible
- World Radiance: Radiant
- Leaf Translucency: Balanced
- Weather Variation: Dynamic
- Water Foam: Subtle
- Fantasy Color Grade: Fantasy
- Eye Adaptation: Balanced
- Biome Color Variation: Fantasy
- Overworld Auroras: Visible
- Cloud Lightning: Visible
- Fantasy Particles: Visible
- Water Caustics: Visible
- Sky Optics: Visible
- PBR Standard: Auto-detect LabPBR / OldPBR, with generated vanilla fallback
- Generated PBR: Balanced
- Parallax Occlusion: Low
- POM Self-Shadow: Low
- Tonemapping: Fantasy Filmic
- Bloom: On
- Lens Flare: On
- Chromatic Aberration: Off
- Depth of Field: Off
- Motion Blur: Off
- Tilt Shift: Off
- Distant Horizons: dedicated terrain, water, atmosphere, and contact shadows
- Nameplates: stable transparent backdrop with no through-model duplicate pass
- Dropped items: texture-first lighting with bloom-safe highlights
- Block damage: dedicated unlit destruction-decal path

QUALITY PROFILES
- Potato: 512 shadows, 4-step 3D clouds, light fog, minimum samples, stable fast leaves
- Low: 1536 shadows, 6-step 3D clouds, 16-step world reflections, and the complete default fantasy look
- Medium: 2048 shadows, 8-step clouds, 28-step reflections, richer fog, water, lighting, and foliage
- High: 3072 shadows, 10-step clouds, 44-step reflections, dense filtering, bold atmosphere, and bloom
- Ultra High: 12 Mac or 14 Windows cloud steps plus 58 Mac or 72 Windows reflection steps and each platform's maximum shadow, fog, lighting, and weather detail

BRIGHTNESS
- Dim: darker, closer to Minecraft's original lighting
- Bright: the vibrant, high-exposure default
- BLINDING: intentionally extreme

ADVANCED SETTINGS
Every displayed control changes render code. Shadows, god rays, real scene
reflections, atmosphere, biome fog, biome storms, clouds, weather, bloom,
contact shadows, colored light quality, colored light strength, selective
emissive glow, world radiance, wetness, water foam, water mirror style, solid-surface gloss,
water waves, water clarity, depth absorption, water refraction, foliage, post
processing, color, lens effects, End auroras, End atmosphere, Nether
atmosphere, End detail, eye adaptation, biome scene color, Overworld auroras,
cloud lightning, depth-safe fantasy particles, underwater caustics, and
celestial optics all have independent working controls.

BIOME WEATHER
- Deserts and badlands: ochre sandstorms and reduced visibility
- Savannas: warm windblown dust
- Snowy and icy biomes: fast blue-white blizzards
- Jungles: humid rain-mist and dense green atmosphere
- Swamps: low green ground fog
- Mushroom fields: drifting violet spores
- Oceans, rivers, and beaches: cool marine haze
- Mountains: high cloud-fog banks
- Forests and taigas: layered valley mist
- Nether Wastes: hot ember storms
- Soul Sand Valleys: cyan soul dust
- Crimson Forests: scarlet spore veils
- Warped Forests: teal spore veils
- Basalt Deltas: dense gray ash

5.5.1 LUMINOUS PBR FINAL
- Generated vanilla-material normals, specular/roughness, emission, ambient
  occlusion, and wetness are integrated directly into the shader
- LabPBR and OldPBR/SEUS-PBR resource packs are supported with an Auto mode
- Atlas-safe POM includes adjustable depth, quality, and self-shadowing
- Water uses coherent geometric waves and normal detail, depth absorption,
  scattering, filtered refraction, caustics, foam, sky reflection, and guarded
  screen-space scene reflection
- Underwater rendering adds limited visibility, volumetric light shafts,
  refracted surface light, caustics, particles, and deeper blue-green absorption
- Distant Horizons receives dedicated terrain/water programs, atmospheric
  blending, cloud shadows, mapped shadows, and screen-space contact shadows
- Volumetric clouds occupy a real world-space altitude volume; cirrus, daily
  sky moods, sunrise/sunset variation, auroras, Milky Way, shooting stars,
  rainbows, and high-altitude space are separately quality-scaled
- Nether weather crossfades among Nether Wastes, Soul Sand Valley, Crimson
  Forest, Warped Forest, and Basalt Delta smoke/fog palettes
- The End adds brighter readable fog, lightning, auroras, nebulae, a
  protoplanetary disk, and black-hole-style lens arcs while preserving portal,
  gateway, exit-portal, and dragon-death emission
- Player usernames and custom mob names use Iris's dedicated name-tag entity
  route. They preserve glyph alpha/color and bypass entity lighting and shadows
  without allocating a second render target
- Every quality preset changes real sample counts or visible effect strength;
  every camera effect is individually controllable
- Mac and Windows builds use the same feature set with separate platform sample
  ceilings

FINAL VALIDATION
- 264 normal shader stages across macOS and Windows: zero failures
- 264 Distant Horizons stages across macOS and Windows: zero failures
- 1,320 stages across both platforms and all five reflection-quality branches:
  zero failures
- Zero second color-output writes, multi-target water declarations, or
  colortex2 dependencies remain

5.5.0 RADIANTWATER FINAL REBUILD
- Added a full-screen deferred capture of the complete opaque scene before
  Minecraft draws translucent water
- Replaced tint-only refraction with real scene refraction sampled from that
  protected pre-water image
- Added screen-edge, opaque-depth, water-plane, and path-continuity validation
  so refraction cannot drag beaches, plants, or distant silhouettes into bars
- Moved every screen-space reflection color lookup to the protected pre-water
  image, making recursive water-on-water feedback impossible
- Strengthened supported geometry hits and the Perfect Mirror Fresnel floor so
  Ultra High water visibly behaves like a mirror at ordinary viewing angles
- Composed transmission, per-channel depth absorption, scattering, refraction,
  environment reflection, geometry reflection, foam, and caustics once, then
  wrote the finished water opaquely to prevent double blending
- Added a working World Radiance control for richer midtones, warm daylight,
  dimensional color energy, and protected highlight glow
- Preserved strict water block IDs, texture-first boats, portal rendering,
  atlas-safe leaves, crossfaded biome atmosphere, and dimension-specific style
- This is an independent implementation of general real-time rendering
  techniques. Public shader imagery informed the visual target; no third-party
  shader source, textures, assets, or configuration were copied

5.5.0 AQUAVEIL WATER REBUILD
- Replaced flat tinted water with depth-aware shallow, middle, and deep color
  driven by the opaque scene behind each water pixel
- Added Beer-style channel absorption for turquoise shallows and rich blue-teal
  deep water, with working Water Clarity and Water Depth Color controls
- Added a shared analytic wave field used by both vertex displacement and
  fragment normals, eliminating sliding highlights and mismatched geometry
- Increased Fresnel sky, cloud, sunrise, sunset, sun, moon, Nether, and End
  reflections so Perfect Mirror is visibly reflective from ordinary angles
- Added working Water Waves and Water Refraction controls plus depth-aware
  shallow shimmer, caustics, crest foam, and shoreline foam
- Removed the unsafe silhouette reflection path responsible for stretched
  horizontal bars, shoreline streaks, and plant-pixel smears
- Added reconstructed scene-normal, depth-neighborhood, backface, seafloor,
  horizontal-top, and water-plane rejection to real world reflections
- Preserved texture-first boats and other translucent geometry
- Kept all implementation original. Solas public water imagery and feature
  descriptions informed the visual target; no Solas code or assets were used

5.5.0 MYTHWEAVE
- Audited the complete pack before editing with structural, interface, option,
  resource, platform, and GLSL checks, then compiled every stage under all five
  quality profiles
- Surveyed the current top 100 download-sorted CurseForge shader listings plus
  Modrinth's leading shader page and grouped their public feature ideas by
  atmosphere, water, lighting, clouds, world variation, and scalability
- Added real smooth eye adaptation using Iris's smoothed block- and sky-light
  uniforms, with conservative highlight protection in all three dimensions
- Added subtle regional scene grading for every supported Overworld group and
  all five vanilla Nether biomes
- Added cold-region Overworld auroras with weather, daylight, biome, and
  quality gating
- Added cloud silver lining and internal lightning illumination that scale
  through the quality profiles
- Added world-anchored, depth-stopped fireflies, mushroom spores, Nether
  embers, soul motes, warped motes, basalt ash, and End wisps
- Added independently scalable underwater caustic detail
- Added a Sky Optics control for halos, rainbows, comets, moon glow, and other
  celestial accents
- Preserved the strict Mirrorlock reflection-hit validation, texture-first boat
  path, atlas-safe leaf coverage, smooth biome transitions, spherical End sky,
  portal protection, dragon-death emission, and seam-free Nether atmosphere
- Kept every new effect original; no third-party shader code or assets were
  copied

5.4.2 MIRRORLOCK
- Removed the permissive closest-hit reflection fallback that could stretch one
  shoreline, plant, or block pixel into a long strip across the water
- Replaced loose near-miss acceptance with signed front-to-back ray crossings,
  compact depth thickness, and strict post-refinement error checks
- Added four-neighbor depth support validation so isolated silhouettes and
  one-pixel vegetation cannot become reflection bars
- Prevented binary hit refinement from marching through empty sky into a
  shoreline edge
- Tightened the water-depth material mask at coastlines and stabilized the
  screen-space mirror normal toward the physical water plane
- Kept full-strength mirror replacement for coherent terrain and structure
  hits while falling back cleanly to the existing sky and cloud reflection
  wherever screen-space geometry is unsafe

5.4.1 GLASSSTORM
- Added timed Iris-side crossfades for every Overworld and Nether atmosphere,
  removing instant sky, fog, and storm palette swaps at biome borders
- Replaced the flat endpoint storm tint with a camera-to-surface world-space
  volume march that fills nearby, middle-distance, distant, and sky air
- Removed the clean-air bubble around the player and made sand, snow, humidity,
  spores, ash, soul dust, crimson spores, warped spores, and embers occupy real
  depth along the view ray
- Rebuilt water reflections around longer non-linear traces, much higher sample
  counts, stronger hit refinement, and a closest-valid-hit fallback
- Made Perfect Mirror replace nearly the entire water surface when valid
  terrain, foliage, entity, or structure reflection data exists
- Rejected underwater seafloor candidates from the mirror trace, removing the
  broken horizontal reflection bars visible in 5.4.0
- Rebalanced the procedural sky reflection so it no longer erases the original
  water texture before the real scene reflection is applied
- Reconstructed water texture chroma and brightness without turning the surface
  into flat blue plastic
- Added explicit reflection-buffer clearing and format declarations in the
  Overworld, Nether, and End

5.4.0 PRISMSTORM
- Replaced the old reflected-sky illusion with real screen-space water
  reflections of terrain, trees, entities, and structures
- Added platform-scaled reflection ray counts, hit refinement, edge fades,
  roughness filtering, and a dedicated World Reflections strength control
- Kept reflections bold at normal viewing angles so Glassy and Mirrorlike
  settings are visibly different instead of only appearing at the horizon
- Added Iris-biome-driven sky tint, fog color, visibility, ground haze, and
  regional weather for the Overworld
- Added sandstorms, savanna dust, snowstorms, jungle rain-mist, swamp ground
  fog, mushroom spores, marine haze, mountain cloud-fog, and forest mist
- Added separate palettes, fog density, and moving particle veils for all five
  vanilla Nether biomes
- Strengthened depth-aware colored light spill and split its quality and
  visible strength into independent controls
- Added customizable selective colored emissive glow and rim lighting
- Protected hands, boats, portals, and non-water translucent surfaces from the
  water reflection material path
- Preserved the stable swaying leaf cutout, 3D cloud, End Portal, End Gateway,
  exit portal, End aurora, and dragon-death lighting fixes

5.3.0 VOIDFIRE
- Replaced the camera-following cloud sheets with a fixed world-space 3D
  density volume between Y 176 and Y 272
- Added quality-scaled volumetric ray marching so clouds have real thickness,
  remain visible while approaching, surround the camera when entered, and
  correctly appear between the camera and terrain
- Rebuilt the Nether sky and fog with seam-free direction-space smoke, layered
  lava-lit plumes, denser visibility, and cyan soul-biome haze
- Removed the angle-wrapped Nether atmosphere sampling that could form red
  vertical lines
- Added a working Nether Atmosphere control
- Added spherical cyan, violet, and rose End aurora curtains
- Added broad connected End veils, drifting cloudy void fog, island-level haze,
  and working End Atmosphere and End Aurora controls
- Preserved dragon-death beam emission through the thicker End fog
- Rebuilt water around smooth dark fantasy reflections, quality-scaled
  environment filtering, calmer mirror normals, and dimension-specific
  Nether and End reflection colors
- Added working Water Mirror Style and Surface Gloss controls
- Added reflective polished highlights to non-leaf, non-emissive solid surfaces
- Enlarged both celestial discs and shifted the sun from near-white to a warm
  orange core and halo
- Raised Bright-mode daylight, skylight, entity lighting, and color separation
  for a vivid high-exposure look while preserving deep mapped shadows
- Preserved the texture-first boat path, transparent leaf path, End Portal,
  End Gateway, exit portal, and dragon-death lighting fixes

5.2.0 WILDLIGHT
- Replaced atlas-neighbor leaf taps with exact-coordinate LOD reconstruction
- Added distance-stable alpha coverage without filling real transparent holes
- Added leaf translucency, variable-penumbra shadows, and contact shadows
- Added depth-aware colored light bounce and wet-surface controls
- Added a fourth cloud layer, evolving weather, stronger night clouds, and
  shorter fantasy visibility
- Added post quality, edge smoothing, sharpening, fantasy color grading, and
  controllable lens effects
- Added customizable procedural wave foam
- Expanded all five quality profiles so the new effects scale with them
- Kept the dedicated Mac and Windows quality ceilings

5.1.0 FEEDBACK V2
- Rebuilt transparent leaves around derivative-aware mipmap coverage repair
- Kept real leaf holes instead of turning foliage into opaque cubes
- Forced leaves onto the mipmapped cutout path
- Added slow canopy motion plus close-range flutter that calms at distance
- Animated leaf shadows with the exact same wind math
- Added much thicker customizable fantasy fog and layered valley mist
- Made procedural clouds noticeably denser and clearer during day and night
- Strengthened cloud shadows, mapped shadows, sun/moon god rays, rain sheen,
  water reflections, cloud reflections, celestial sparkle, and bloom
- Lowered Bright exposure while preserving separate Dim and BLINDING modes
- Rewired every displayed control to real compile-time shader behavior
- Preserved the 5.0.1 End Portal, End Gateway, exit portal, and dragon-light fixes

LEAF NOTE
Use Fancy graphics for the complete see-through leaf model. Fast graphics makes
Minecraft remove interior leaf faces before the shader receives them; no shader
can recreate geometry the game never sends. Eddyveil keeps all atlas taps on the
leaf's own coordinate and repairs distant coverage on every quality profile.

DEBUGGING
In the Iris shader screen, enable debugging and send the first compiler error
if a specific Iris build reports one.
