Eddyveil 5.9.3 "Firstframe"
- Rebuilt the raw untouched configuration as a deliberate Custom showcase that
  appears immediately when a new user first enables the shader pack
- Preserved Dim as the opening exposure and kept every expensive factory quality
  at Low's optimized sample budget
- Raised 22 visible low-cost presentation controls covering cloud visibility,
  cirrus, skies, biome identity, water, materials, foliage, weather, and post
- Upgraded default leaf repair to Detailed while retaining Low's two texture
  reads and leaving the guarded third leaf sample to quality three and above
- Strengthened generated PBR and surface gloss while keeping generated normals
  on the zero-neighbor albedo-derivative path
- Kept generated mode on the compact analytic specular lobe at stronger values;
  exact mapped modes retain the full microfacet response on higher profiles
- Strengthened water refraction, foam, caustics, wetness, AO, emissive aura,
  bloom rolloff, sharpening, eye adaptation, and glass visibility
- Strengthened cloud body, cirrus, sky optics, daily variation, biome color and
  weather, auroras, cloud lightning, and sunlit foliage without more samples
- Kept zero-neighbor bloom, fast two-neighbor shared post, POM off, camera blurs
  off, all five named profiles unchanged, and both platform branches equivalent

Eddyveil 5.9.2 "Stilltrace"
- Replaced Tidelock's arbitrary finite source projection with deterministic
  depth tracing along the mathematically mirrored world-space water ray
- Forced terrain reflections to the undisplaced horizontal plane and constant
  up normal; waves continue only in water Fresnel, highlights, and transmission
- Removed time, hash jitter, cursor coordinates, live screen rows, animated
  gradients, and camera-angle-dependent range from terrain hit selection
- Preserved the stabilized 1.72-block mirror eye for normal walking, swimming,
  boats, camera bob, and jumps, with real elevation returning for aerial views
- Removed all nearest-sample fallback behavior that could stretch one opaque
  object into columns or make reflected terrain follow the crosshair
- Added deterministic refinement, depth-slope correction, above-water checks,
  and reconstructed world-ray distance validation for confirmed hits only
- Set Low through Ultra to 5 / 7 / 9 / 12 coarse points plus compact refinement;
  fixed color resolves use 1 / 3 / 5 taps and retain early off-screen exits
- Reduced maximum terrain coverage to 0.70 and removed animated color blur so
  realistic water motion remains visible without dragging scenery
- Preserved all presets, dimensions, PBR, celestial and Nether work, Distant
  Horizons, platform branches, and every non-reflection heavy sample budget

Eddyveil 5.9.1 "Tidelock"
- Replaced Horizonlock's camera-relative screen-row mirror with a finite source
  world position derived from the undisplaced water plane
- Locked normal ground, shore, boat, swimming, walking, and jump views to a
  1.72-block mirror eye height while preserving real high-altitude perspective
- Reprojected the same world source through camera motion so UV movement follows
  opaque scenery instead of changing the selected terrain patch
- Widened screen-edge and low-shoreline acceptance so distant scenery appears
  before the player reaches the water, while deep underwater terrain is rejected
- Added crossed world-space ripple blur to reflected color without modifying
  depth, visibility, source placement, time, or the terrain coordinate
- Reduced terrain blend and blue tint for realistic water with visible waves,
  refraction, Fresnel, and soft roughness instead of a chrome mirror
- Added one color tap only to Low and the fresh install; Medium, High, and Ultra
  retain their previous color counts and all tiers retain one depth with no loop
- Preserved Astralforge, Cinderforge, all presets, and both platform branches

Eddyveil 5.9.0 "Astralforge"
- Rebuilt the daytime Helios Crown as a shaded plasma sphere with a thicker
  rim, six broad corona blades, and two tilted broken orbital rings
- Increased Helios by about 37 percent at the core and 21 percent at the outer
  corona so it reads as a celestial landmark instead of a distant flat icon
- Rebuilt the nighttime black hole with a larger spherical shadow, asymmetric
  photon shell, separate near and far accretion layers, and vertical lens arcs
- Composited every black-hole layer in depth order so the far disk wraps behind
  the core and the hot near ribbon crosses its foreground
- Guarded Helios surface turbulence to the stellar sphere, retained exactly
  two black-hole noise evaluations, and added no texture read, loop, ray march,
  framebuffer, render target, or pass
- Preserved Horizonlock reflections, Cinderforge PBR and Nether lighting, all
  presets, both platforms, and every existing heavy sample budget

Eddyveil 5.8.9 "Horizonlock"
- Replaced Raybound's sparse per-water-pixel tracer with a continuous horizon
  mirror, eliminating unrelated hit bands and cursor-like reflection patches
- Rejected below-water source geometry so kelp, caves, and the ocean floor can
  no longer become stretched fake shoreline reflections
- Removed wave animation, vertex displacement, time, hashes, jump height, and
  screen-center anchors from the terrain source coordinate
- Reduced Low and fresh-install terrain reflection cost to one depth and one
  color read with no trace or refinement loop
- Added fixed three- and five-color horizontal filtering to higher quality
  tiers and compiled every historical reflection method out of runtime
- Preserved the Cinderforge Nether and PBR overhaul on macOS and Windows

Eddyveil 5.8.8 "Cinderforge"
- Replaced the stale gray entity lighting path with shared dimension-aware
  illumination for mobs, hands, block entities, and lit particles
- Raised Nether shadow readability with smoky ambient fill and amber lava
  bounce while reducing the flat red fog and biome color wash
- Fixed netherrack, basalt, blackstone, soul sand, and soul soil incorrectly
  receiving forced lava-like emission from the generated material classifier
- Expanded LabPBR and OldPBR atlas support to terrain, entities, held items,
  opaque and translucent block entities, and every dimension
- Added eight generated material families with distinct normal, roughness,
  metallic, environmental, wet, AO, and emission response for vanilla textures
- Added a textureless physical material response to Distant Horizons terrain
- Kept the default path atlas-read efficient and preserved all heavy v5.8.7
  sample budgets, Raybound reflections, Helios, and all five presets

Eddyveil 5.8.7 "Raybound"
- Replaced Worldlock's camera-sensitive two-sample anchor guess with a
  deterministic world-space reflection ray and real depth intersection
- Made camera rotation affect only projection into the current framebuffer;
  yaw, pitch, cursor position, and screen pixels do not alter the world ray
- Removed pixel hash jitter, animated normals, Fresnel, and moving wave-facet
  modulation from the real terrain layer
- Added compact curved tracing, silhouette entry, binary refinement,
  above-water validation, and a strict same-ray near-hit fallback
- Set Low / Medium / High / Ultra reflection budgets to 4 / 6 / 8 / 10 samples
  and skipped the trace on vertical water fragments
- Preserved Deepanchor's Nether exposure, Crownforge's sky, every preset, and
  all non-reflection sample budgets on macOS and Windows

Eddyveil 5.8.6 "Worldlock"
- Preserved the undisplaced block-height water plane in the vertex stage and
  removed animated mesh height from real-terrain reflection coordinates
- Recovered, world-snapped, and reprojected the reflected terrain source so
  camera yaw and pitch cannot select a new patch beneath the crosshair
- Removed Fresnel and moving facet modulation from mountain visibility while
  retaining animated gloss, sky response, tint, transmission, foam, and waves
- Extended stable mirror eye height across shore, boat, cliff, and jump views
  while preserving underwater and genuinely aerial perspective
- Replaced one depth read with two fixed reads plus one conditional color read;
  no ray march, history buffer, target, pass, or heavy loop budget was added
- Applied the fix to Overworld, Nether, and End on macOS and Windows

Eddyveil 5.8.5 "Deepanchor"
- Replaced the infinite camera-direction water projection with finite
  world-space reflection anchors that remain invariant through normal jumps
- Stabilized near-water mirror height and retained real height for underwater
  and elevated viewpoints, eliminating the reflected-scene bounce
- Kept one reflection depth fetch, one conditional color fetch, no active ray
  march, and the existing full-surface/above-water validation
- Rebalanced Nether sky bases, fog colors, Furnace Heart, lava horizon, biome
  structures, volume tint, motes, radiance, eye response, and bloom
- Preserved every Crownforge landmark while restoring dark cavern contrast and
  focused emission instead of a uniformly bright Nether
- Changed no heavy cloud, weather, god-ray, reflection, volume, particle, AO,
  POM, shadow, or post sample budget

Eddyveil 5.8.4 "Crownforge"
- Replaced the ordinary daytime sun with the analytic Helios Crown: animated
  hot core, rotating sixfold corona, axial rays, halo, and sun dogs
- Deepened the daylight palette and added a gold solar wake, richer cloud
  shading, warmer direct light, and stronger silver linings
- Matched Overworld water highlights to Helios with gold body light and a
  white-gold sparkle while leaving planar geometry reflections unchanged
- Rebuilt the Nether with a broken Furnace Heart, smoke vault, lava horizon,
  forge gates, biome-colored cavern bounce, and shaped atmospheric shafts
- Added soul curtains, warped aurora roots, crimson canopy veins, basalt heat
  fractures, and a stronger furnace identity for Nether wastes
- Reused existing atmosphere noise and volume fields; no texture target, pass,
  heavy march sample, water-reflection cost, or framebuffer was added
- Preserved Stillwater reflections and the rain/translucency particle fix

Eddyveil 5.8.3 "Stillwater"
- Replaced the active water SSR march with a stable full-frame planar
  projection so reflections no longer gather around the crosshair
- Made mountains, terrain, trees, entities, and structures reflect across every
  eligible water fragment whose source remains visible onscreen
- Removed the runtime reflection trace loop and its jitter; the replacement
  uses one depth fetch and one conditional scene-color fetch
- Retained subtle analytic wave distortion, screen-edge fading, and strict
  above-water validation to prevent ocean-floor and border leaks
- Detected translucent foreground depth in the final pass and blocked fantasy
  motes behind water and glass
- Fully faded Overworld motes during rain, removing the blurry colored dot
  clusters shown at the bottom of the reported scene
- Applied the reflection path in Overworld, Nether, and End on both platforms

Eddyveil 5.8.2 "Evermirror"
- Fixed real water reflections appearing only at a narrow cursor or camera
  angle by keeping the closest valid onscreen geometry as a stable fallback
- Removed the remaining sky-to-silhouette thickness gate that could discard
  mountains immediately after a ray entered their reflected screen region
- Replaced the old near-hit rescue with one persistent color fetch using data
  already gathered by the same ray march, with no added trace iteration
- Added above-water, edge, distance, and travel confidence guards to prevent
  the persistent fallback from reflecting the ocean floor or screen borders
- Made geometry response substantially less dependent on Fresnel, grazing view,
  and procedural wave facets while retaining natural wave distortion
- Set fresh-install, Low, and Medium World Reflections to Mirrorlike at the same
  ray budgets and reduced long fake-looking sunlight streaks across the water
- Applied the stabilization to Overworld, Nether, and End on macOS and Windows

Eddyveil 5.8.1 "Mirrorwake"
- Fixed real water reflections rarely appearing because the coarse SSR crossing
  also demanded an unrealistically tiny thickness match before refinement
- Added sky-to-geometry silhouette entry handling for mountains, trees, and
  structures reflected across oceans and lakes
- Rebuilt hit validation around distance-scaled slope tolerance, above-water
  checks, screen-edge fading, and compact quality-scaled support kernels
- Added a conservative closest-point rescue using data already collected by
  the ray march, without increasing any preset's trace count
- Extended screen-space reflection reach while keeping Low/Medium/High/Ultra at
  8/16/24/32 macOS steps and 10/16/24/36 Windows steps
- Increased calm-water geometry visibility and preserved wave-distorted detail,
  natural Fresnel transmission, refraction, depth color, foam, and highlights
- Added crossed macro-wave modulation from existing height and gradient values
  with no new noise lookup, pass, target, or trigonometric wave evaluation
- Applied the repair to Overworld, Nether, and End water and preserved every
  Ascendant profile, optimization, control, entity path, and DH integration

Eddyveil 5.8.0 "Ascendant"
- Rebuilt every quality profile instead of limiting the performance and visual
  pass to the factory/Low path
- Unified Medium-through-Ultra scene reconstruction, AO, colored bounce,
  blocklight fog, and emissive aura into one quality-scaled neighborhood
- Added analytic cloud macro rejection, solid-core skipping, tiered sunlight
  probes, stable dithering, and powder lighting across every cloud quality
- Reduced cloud marching from 40/52/60 to 30/40/48 on macOS and from
  40/52/68 to 30/40/54 on Windows for Medium/High/Ultra
- Reduced Medium/High/Ultra water reflection tracing from 20/32/42 to 16/24/32
  on macOS and from 20/32/48 to 16/24/36 on Windows
- Reduced Medium/High/Ultra god rays from 14/18/20 to 8/12/16 on macOS and
  from 14/18/24 to 8/12/18 on Windows, with smoother depth visibility
- Reduced higher-tier weather, Nether volumes, bloom taps, contact shadows,
  POM, POM self-shadow, underwater blur/noise/particles, and shadow reach
- Removed per-pixel trigonometric rotation from Distant Horizons shadow PCF,
  reduced Medium DH taps, and jittered DH contact-shadow placement
- Upgraded Potato with analytic clouds, cinematic tonemapping, local bloom,
  readable water, sky variation, and dimension identity at quality-zero budgets
- Retuned Medium, High, and Ultra for clearer fog, stronger atmosphere,
  richer wetness, better foliage, brighter emissives, and more coherent color
- Preserved the optimized Afterburn Low/factory path, all dimensions, all
  controls, PBR standards, glass depth, portals, entities, and DH support

Eddyveil 5.7.9 "Afterburn"
- Rebuilt Low volumetric clouds around analytic connected bodies, empty-cell
  and solid-core rejection, and one edge-only 3D noise field
- Reduced Low cloud marching from 24 to 16 steps on macOS and 26 to 18 on
  Windows while preserving integrated horizon opacity
- Replaced separate Low scene resolve and four-direction cinematic lighting
  with one two-neighbor pair shared by reconstruction, AO, colored bounce,
  blocklight fog, and emissive aura
- Removed four quality-zero bloom texture reads while preserving highlight
  rolloff and shared spatial emissive glow
- Reduced Low water SSR to 8 macOS / 10 Windows steps, refinement to one step,
  and depth-aware support/filter/validation kernels from five probes to three
- Reduced Low shadows to a tighter 1152-square map at 112 blocks, Low god rays
  to four samples, Overworld weather to one sample, and Nether volume to two
- Made fresh installs and Low use generated vanilla PBR and moved normal and
  specular atlas reads inside modes that actually consume those textures
- Replaced default Far End exponential falloffs with a guarded reciprocal
  series while retaining exact exponentials at higher End detail
- Retuned Low with clearer fog and stronger constant-cost cinematic lighting,
  reflections, wetness, foliage, color, auroras, and sky optics
- Preserved all profiles, dimensions, Distant Horizons, glass depth, portals,
  entities, controls, and higher-quality rendering paths

Eddyveil 5.7.8 "Auraframe"
- Rebuilt the fresh-install presentation with clearer default fog, stronger
  warm/cool light separation, brighter cloud edges and solar scattering,
  richer wet surfaces, luminous foliage, cinematic sky optics, and a guarded
  filmic contrast curve.
- Raised only inexpensive strength controls while keeping Low quality tiers,
  shadow resolution, framebuffer count, and pass count unchanged.
- Merged default AO, colored bounce, blocklight fog, and emissive glow into one
  shared four-direction depth-and-color neighborhood.
- Reduced Low post resolve from four neighboring scene reads to two directional
  reads selected from the local luminance gradient.
- Reduced Low clouds from 28 to 24 steps, god rays from eight to six samples,
  biome weather from three to two volume samples, and near PCF from five to
  four taps on macOS.
- Reduced Low water reflections from 14 to 12 trace steps, nine to five hit
  validation taps, and three to two refinements on macOS.
- Preserved Custom + Dim launch behavior, all named profiles, every dimension,
  Distant Horizons, glass depth, portals, entities, and existing controls.

Eddyveil 5.7.7 "Clearwake"
- Expanded the shared analytic water spectrum with two crossed capillary bands
  and distance-safe fine-detail fading for richer nearby surface texture.
- Added micro-slope-driven facets and roughness without a texture lookup, new
  ray march, additional render pass, or higher reflection sample count.
- Increased shallow transmission clarity and guarded refraction sharpness.
- Rebalanced the Overworld water body from electric blue toward clean turquoise
  shallows, natural blue-green mid-depths, and readable deep blue.
- Moved aerial fog farther out and reduced its clear-weather opacity, valley
  mist, high haze, rain amplification, and biome density multipliers.
- Rebuilt color grading around neutral cool shadows, clean warm highlights,
  stronger midtone saturation, and preserved highlight detail.
- Preserved Custom + Dim factory behavior, Low's optimized sample budget, all
  profiles, all dimensions, Distant Horizons, and every v5.7.6 correction.

Eddyveil 5.7.6 "Crystalveil"
- Restored Dim as the normal fresh-install exposure.
- Made the raw factory configuration intentionally Custom while retaining Low's
  14-step reflection, 28-step cloud, shadow, fog, PBR, and post sample budgets.
- Strengthened only low-cost presentation controls: Mirrorlike reflections,
  Glossy surfaces, Strong glass, Cinematic bloom, emissive glow and color grade,
  plus Dramatic daily sky variation.
- Removed Brightness from every named profile so profile changes preserve the
  user's Dim, Bright, or BLINDING choice.
- Raised Strong clear glass to a neutral 0.40 face-on base, broadened the
  Fresnel rim, neutralized highlights, and reduced the opaque-blue-wall look.
- Preserved stained colors, dark tinted glass, protected scene depth, and every
  v5.7.5 water, cloud, End, leaf, shadow, portal, entity, and parser fix.

Eddyveil 5.7.5 "Firstlight"
- Made the untouched fresh-install configuration use the actual Low GPU budget
  instead of hidden Medium-level PBR, fog, weather, and celestial settings.
- Made Bright the fresh-install exposure while retaining Dim and BLINDING.
- Preserved Low's real 14-step reflections, 28-step volumetric clouds, god
  rays, bloom, generated PBR, biome atmosphere, and visible End events.
- Added working Glass Visibility customization and set the default to Visible.
- Raised clear-glass face and Fresnel visibility without blocking the scene,
  fog, clouds, god rays, or other post effects beyond each window.
- Preserved all v5.7.4 water, depth, cloud, End, leaf, shadow, portal, entity,
  Distant Horizons, parser, and customization fixes.

Eddyveil 5.7.4 "Tideglass"
- Enabled real depth-validated geometry reflections on the default Low preset
  with a short 14-step macOS trace.
- Added a restrained reflection floor that remains visible at normal viewing
  angles while preserving clear underwater windows between reflective facets.
- Lightened water absorption colors and strengthened reflected cloud presence.
- Replaced the dominant parallel wave train with six macro directions, three
  micro directions, crossing facet phases, and nonuniform sunlight ripples.
- Updated local and Distant Horizons water in every dimension.
- Preserved all v5.7.3 depth, glass, atmosphere, portal, and parser fixes.

Eddyveil 5.7.3 "Depthguard"
- Changed the default brightness from Bright to Dim while retaining both
  higher-exposure choices in shader settings.
- Fixed undefined fragment depth in every non-glass path of the two shared
  translucent programs introduced by the Glasswork depth restoration.
- Restored correct solid-block occlusion for water, Nether portals, End
  portals, gateways, and other translucent geometry in all dimensions.
- Preserved Glasswork, Velocity, Prismwater, Cloudforge, and Farveil.

Eddyveil 5.7.2 "Glasswork"
- Fixed glass faces becoming nearly invisible while their borders remained.
- Added a nonzero surface layer before texture-alpha border reinforcement.
- Increased visibility for every stained color, especially black glass at night.
- Added restrained angle-dependent reflection to clear, stained, and tinted glass.
- Retained protected scene depth and every v5.7.1 atmosphere-through-glass fix.
- Updated both Iris translucent routes in the Overworld, Nether, and End.

Eddyveil 5.7.1 "Clearview"
- Added separate clear, stained, and tinted glass shading for every vanilla
  glass block and pane.
- Made clear glass highly transparent face-on with restrained Fresnel edges.
- Kept stained glass colorful without compounding into a muddy opaque filter.
- Kept tinted glass dark while allowing the world behind it to remain readable.
- Restored opaque-scene depth after glass shading so distance fog, atmosphere,
  god rays, focus, AO, and screen-space shadows continue through windows.
- Covered both Iris translucent block routes in the Overworld, Nether, and End.
- Preserved every Velocity optimization and all earlier visual and parser fixes.

Eddyveil 5.7.0 "Velocity"
- Removed repeated cloud-family and cloud-form calculations from occupied ray
  samples and replaced Low's second full density-light probe with matched
  analytic body shading.
- Reduced cloud marching to 12/28/40/52/60 samples on macOS and
  12/30/40/52/68 samples on Windows while preserving integrated optical depth,
  world-space stability, continuous bodies, lightning, and blue-sky gaps.
- Reduced shadow maps to 512/1280/1792/2560/3584 on macOS and
  512/1280/1792/2560/4096 on Windows, with quality-scaled stable PCF kernels.
- Shortened god-ray, biome-weather, Nether-smoke, fantasy-mote, underwater-
  particle, POM, POM self-shadow, and Distant Horizons contact raymarches.
- Added early distance/brightness exits to AO and blocklight fog, moved view
  reconstruction outside the fog loop, and normalized the reduced tap energy.
- Replaced default generated-normal reconstruction with a one-sample
  derivative path, disabled nearly invisible Low POM, and kept full PBR on
  Medium through Ultra High.
- Reduced Low water refraction filtering from nine to five stable cross taps;
  retained Fresnel facets, clear transmission, caustics, reflections, shore
  guards, boats, night balance, and the no-line fix.
- Preserved Cloudforge, Farveil, leaves, portals, dragon effects, nameplates,
  dropped items, block damage, parser safety, and every working customization.
- Validated 1,380 complete profile stages, 828 targeted water/Distant Horizons
  stages, and 35,328 independent risk-state stages with zero GLSL failures.

Eddyveil 5.6.7 "Prismwater"
- Replaced the full-surface mirror floor with a dielectric Fresnel response, so
  water is clearest from above and naturally becomes reflective near horizons.
- Added smooth world-space reflective wave facets and neighboring transmission
  windows that move with the analytic wave field without screen-space seams.
- Made Water Clarity change physical extinction and sharpened shallow terrain
  through a depth-safe blend of filtered and direct pre-water scene samples.
- Gated real geometry reflections, sun glints, and moon glints by the same wave
  facets so reflections no longer cover every part of the water equally.
- Preserved colored deep-water absorption, refraction, scattering, caustics,
  foam, rain ripples, boats, shore guards, night balancing, and all dimensions.
- Matched Distant Horizons water to the new Fresnel and facet response while
  removing its old blanket reflection boost.
- Preserved Cloudforge, Farveil, portals, shadows, foliage, entities, PBR,
  weather, customization, and all Iris parser fixes.

Eddyveil 5.6.6 "Cloudforge"
- Replaced the fixed-height ellipsoid cloud-lobe stack with one continuous
  three-dimensional density field per world-space cloud family.
- Added full-XYZ domain warping, broad billows, fine volumetric erosion, a
  continuous rounded height profile, sideways crown drift, and organic towers.
- Increased family spacing so warped silhouettes cannot clip at grid borders
  and so large cloud masses remain separated by readable blue-sky openings.
- Raised cloud marching to 20/36/48/60/72 samples on macOS and
  20/36/48/60/80 samples on Windows across Potato through Ultra High.
- Enabled sun-direction density self-shadowing on Low and above, with a second
  deep-light probe on High and Ultra for stronger three-dimensional depth.
- Extended the volumetric altitude interval to Y 124-548 and preserved smooth
  camera entry, weather motion, lightning, clouds over terrain, and DH scenes.
- Preserved every Farveil End, water, reflection, shadow, leaf, entity, portal,
  material, biome weather, customization, and Iris parser correction.
- Validated every macOS and Windows quality profile with zero GLSL failures.

Eddyveil 5.6.5 "Farveil"
- Completely rebuilt the End sky as an extragalactic fantasy dimension.
- Added separate ultraviolet/cyan nebula provinces, cold dust occlusion,
  cosmic-web filaments, deeper star layers, and several external galaxies.
- Replaced the old point rift with a huge fragmented reality scar crossing the
  celestial sphere without any event horizon or black-hole silhouette.
- Unified the pulsar, supernova pulse, auroras, lightning, motes, terrain light,
  fog, entities, local water, and Distant Horizons water under one palette.
- Added a drifting pulsar nebula cocoon, bow shock, slower braided jets, cold
  pearl core, synchronized island pulse illumination, and world-space fog webs.
- Preserved portals, gateways, exit portals, dragon-death effects, leaves,
  shadows, water stability, nameplates, dropped items, block damage, and Iris
  parser compatibility.
- Validated 276 default stages, 1,380 profile stages, 12,420 individual Far End
  control stages, and 276 maximum-effects Distant Horizons stages with zero
  GLSL failures.

Eddyveil 5.6.4 "Starheart"
- Made the animated End pulsar roughly twice the former angular scale and
  rebuilt it as the dimension's main celestial centerpiece.
- Added an animated plasma starheart, white-hot core, corona, braided jets,
  rotating dual torus rings, magnetic shells, sparks, and diffraction glow.
- Replaced the localized supernova/remnant with a synchronized traveling
  full-sky pulse, expanding shockfront, luminous wake, flash, and echoes.
- Removed the End event horizon, photon ring, accretion disk, and dark vortex;
  the remaining dimensional rift is completely luminous.
- Preserved all prior clouds, water, reflections, shadows, foliage, entities,
  portals, dimensions, Distant Horizons, settings, and Iris parser fixes.
- Validated 276 default stages, 1,380 profile stages, 5,520 individual End
  control stages, and 276 maximum-End Distant Horizons stages with zero failures.

Eddyveil 5.6.3 "Cloudmass"
- Fixed visible cloud depth plates on Low by increasing its ray march from 8
  sparse full-volume samples to 24 dense samples over a bounded 2304 blocks.
- Raised cloud samples to 12/24/32/40/48 on macOS and 12/24/32/40/56 on
  Windows across Potato, Low, Medium, High, and Ultra High.
- Replaced wide flattened lobes with smooth unions of deeply overlapping,
  near-spherical lower masses, side domes, middle bodies, and upper crowns.
- Reduced vertical density frequency, softened edge erosion, added stable
  spatial phasing, and lifted the volume ceiling to prevent flat clipping.
- Preserved every prior water, reflection, shadow, leaf, entity, portal, End,
  Nether, Distant Horizons, customization, and Iris parser correction.
- Validated 1,380 full-profile stages, 276 maximum-cloud Distant Horizons
  stages, and 35,328 risk-state stages with zero GLSL failures.

Eddyveil 5.6.2 "Cloudbloom"
- Rebuilt each cloud family as a true 3D union of deeply overlapping ellipsoid
  lobes rather than extruding one 2D footprint through repeated height bands.
- Added a broad rounded lower body, side/front/back domes, staggered upper
  cauliflower crowns, and optional tall center towers for natural silhouettes.
- Enlarged family scale and spacing, extended the volume to Y 136-420, and
  preserved distinct family heights plus guaranteed open-sky gaps.
- Recomputed lighting height per family and ray sample for bright curved crowns,
  shaded gray-blue lower mass, readable volume, and stronger fluffy depth.
- Preserved stable world-space motion, camera entry, weather/daylight gating,
  lightning, silver lining, Distant Horizons, and every prior protected fix.
- Validated 276 default stages, 1,380 full-profile stages, 276 maximum-cloud
  Distant Horizons stages, and 35,328 risk-state stages with zero GLSL failures.

Eddyveil 5.6.1 "Cloudbreak"
- Replaced the continuous Overworld cloud province with bounded irregular
  cloud families and guaranteed open-sky gaps.
- Randomized each family's world-space base, top, thickness, aspect, rotation,
  edge lobes, and cumulus-tower chance across Y 140-374.
- Removed animated per-pixel cloud ray jitter and per-pixel weather-volume
  jitter, eliminating crawling speckle and soft-looking sky silhouettes.
- Protected true sky pixels from optional film grain and restricted high
  procedural haze to the horizon while preserving fantasy distance fog.
- Changed the default and Low/Medium/High coverage to Balanced, enabled maximum
  height/form variety from Low upward, and kept Ultra visibly separated.
- Raised cloud ray samples to 4/8/10/12/14 on macOS and 4/8/10/12/16 on
  Windows across Potato/Low/Medium/High/Ultra High.
- Preserved every v5.6.0 End, water, reflection, shadow, foliage, nameplate,
  dropped-item, block-damage, portal, and Iris parser correction.
- Validated 276 default stages, 1,380 full-profile stages, and 35,328 stages
  across 256 independent risk-setting states with zero GLSL failures.

Eddyveil 5.6.0 "Starwake"
- Rebuilt Overworld volumetric clouds as independent cloud families with
  randomized base/top heights, cumulus towers, fragments, anvils, open blue
  gaps, domain-warped edges, warm crowns, cool undersides, and real self-shadow.
- Added Cloud Form Variety as a working setting and mapped it across Potato,
  Low, Medium, High, and Ultra High.
- Added an animated End neutron star with rotating lighthouse beams, a bright
  beacon, tilted torus, magnetic arcs, field lines, and lens halo.
- Added periodic End supernova events with synchronized pulses, expanding
  shock shells, colored filaments, echoes, ripples, and a persistent remnant.
- Added separate camera-parallax speeds to multiple nebula layers for a much
  deeper, magical, other-dimensional End sky.
- Added independent End Neutron Star and End Supernova Echoes controls and
  quality-scaled code paths.
- Preserved all v5.5.1d parser, water, shadow, nameplate, dropped-item,
  block-damage, leaf, portal, gateway, exit-portal, and dragon-death fixes.

Eddyveil 5.5.1d shadow-banding hotfix E
- Changed the Low preset to stable Distant Horizons contact shadows only;
  nearby vanilla terrain now relies on the real shadow map.
- Faded optional local screen-space contacts in after 18 blocks and out before
  far depth, where depth precision is reliable.
- Shortened and thinned the ray, reduced false-hit tolerance, and softened its
  maximum strength to stop ledges from producing long horizontal bands.
- Preserves every v5.5.1c nameplate, item, block-damage, edge, water, and parser
  compatibility fix.

Eddyveil 5.5.1c visual-path hotfix D
- Fixed detached/noisy Overworld shadows by correcting the screen-space depth
  comparison, using receiver-normal ray offsets, scaling shadow bias by
  resolution/slope, and removing screen-anchored kernel rotation.
- Removed the fixed 0.001 post-process UV inset that created a vertical seam
  near the left and right edges of wide displays.
- Separated the low-alpha nameplate pass and dark backdrop from readable glyphs
  so usernames no longer leak across the player skin or change background by
  camera angle.
- Added a texture-first route for dropped-item entities, preserving the source
  sprite while preventing cyan bloom and dark shadow rims.
- Added dedicated gbuffers_damagedblock programs in all dimensions so breaking
  textures render as decals instead of receiving terrain PBR material shading.
- Rebalanced moonlit water: sunset color now expires below the horizon, night
  normals are calmer, crest foam and caustics are dimmer, and mirror
  silhouettes remain readable without purple neon breakup.
- Retains the parser-safe single-output water path and contains no obsolete
  fifth-buffer clear directives.

Eddyveil 5.5.1b Iris cache-bypass hotfix C
- Changed the archive name so Iris cannot reuse a same-name ZIP filesystem
  cached earlier in the running Minecraft session.
- Requires a full Minecraft restart when replacing an older Eddyveil archive.
- Preserves the parser-safe directive removal from hotfix B.

Eddyveil 5.5.1 Iris vec4 parser hotfix B
- Rebuilt the distributable after the supplied Iris stack trace confirmed that
  an older archive still exposed an invalid scalar clear-color constructor.
- Audited the actual ZIP payload, not only the source directory.
- Removed all obsolete fifth-buffer directives and scalar clear constructors.
- Added a unique build marker so this payload can be distinguished from a
  stale same-name download.

Eddyveil 5.5.1 Iris directive hotfix
- Fixed the log-confirmed Iris directive crash caused by scalar shorthand in a
  special vec4 clear-color declaration.
- Disabled the unnecessary colortex4 texture clear. The full-screen deferred
  pass overwrites the complete buffer before water samples it.
- Avoided macOS's unsupported glClearTexImage path.
- Confirmed this build contains no obsolete fifth-buffer declarations.

Eddyveil 5.5.1 water attachment hotfix
- Removed every remaining second water render-target write that could trigger
  Iris "Index 1 out of bounds for length 1".
- Converted all Overworld, Nether, and End water programs to one color output.
- Moved geometry reflection tracing directly into the water pass, using the
  protected opaque scene and depth buffers without a water metadata attachment.
- Retained dark mirror water, calm large-scale silhouettes, small ripples,
  depth absorption, scattering, filtered refraction, caustics, and foam.
- Revalidated both platform builds, Distant Horizons paths, and all five
  reflection-quality branches with zero GLSL failures.

Eddyveil 5.5.1 "Luminous PBR" final
- Added runtime-generated normal, specular/roughness, emissive, ambient-
  occlusion, and wetness material data for vanilla textures.
- Added selectable LabPBR, OldPBR/SEUS-PBR, automatic PBR-standard detection,
  atlas-safe parallax occlusion mapping, and POM self-shadowing.
- Rebuilt water around one coherent analytic wave field, stable filtered
  refraction, depth absorption/scattering, projected caustics, shoreline/crest
  foam, strong sky reflection, and strictly validated scene reflection.
- Removed the remaining discontinuous refraction offset responsible for faint
  horizontal shoreline and underwater streaks.
- Added independent working toggles for tonemapping, bloom, lens flare,
  chromatic aberration, depth of field, motion blur, and tilt shift.
- Added Distant Horizons terrain, water, shadow, aerial-perspective, cloud-
  shadow, and screen-space contact-shadow integration.
- Expanded the Overworld with world-space 3D clouds, cirrus, cloud shadows,
  crepuscular rays, daily sky moods, auroras, Milky Way, shooting stars,
  rainbows, and the high-altitude procedural space layer.
- Expanded the Nether with smooth five-biome atmosphere, depth-bounded smoke,
  blocklight fog, ash, embers, spores, and seam-free direction-space sampling.
- Expanded the End with readable volumetric fog, auroras, lightning, nebulae,
  a protoplanetary disk, black-hole lens arcs, and protected portal/dragon
  emission.
- Added depth-aware underwater light shafts, fog, refracted surface detail,
  caustics, particles, absorption, and distance-limited visibility.
- Preserved atlas-safe transparent leaves while strengthening distance
  coverage, stable cutout mip behavior, wind deformation, and matching shadows.
- Added exact Iris routing for player usernames and mob custom-name labels.
  Nameplates now preserve their texture color while bypassing entity lighting
  and shadows through a macOS-safe single-output render path.
- Added 22 paired render programs per dimension. Final validation passed 132
  normal stages, 132 Distant Horizons stages, 1,320 Mac/Windows profile stages,
  29,832 independent risk-state stages, one combined maximum-effects DH state,
  and 5,521 release structural/regression checks with zero static errors.
- All implementation is original. Public shader imagery and published feature
  descriptions were used only as visual references; no third-party shader
  source or assets were copied.

Eddyveil 5.5.0 "Radiantwater"
- Added a deferred pre-water scene capture in colortex4 for the Overworld,
  Nether, and End.
- Replaced tint-only water distortion with real depth-validated refraction of
  the captured opaque scene.
- Added shoreline-safe validation for screen bounds, opaque depth, underwater
  world height, and refracted path continuity.
- Moved screen-space reflection hit colors from the live water target to the
  protected scene capture, eliminating recursive reflection feedback.
- Strengthened coherent above-water reflection hits and increased Perfect
  Mirror visibility while retaining depth-neighborhood and orientation guards.
- Composed water transmission, spectral absorption, scattering, refraction,
  environment reflection, real geometry reflection, foam, and caustics exactly
  once before an opaque output, preventing the scene from blending twice.
- Added World Radiance as a real five-level render control in every dimension
  and wired it into every quality profile.
- Preserved the strict water-ID path, texture-first boats, portal emission,
  stable leaves, smooth biome atmosphere, and separate platform tuning.
- All new shader code is original. Public shader imagery was used only to set
  the visual target; no third-party source code or assets were copied.

Eddyveil 5.5.0 "Aquaveil" water rebuild
- Replaced the flat blue water base with depth-aware transparency, shallow-to-
  deep absorption, and distinct Overworld, Nether, and End palettes.
- Synchronized vertex waves and fragment normals through one analytic wave
  field, preventing sliding highlights and mismatched surface motion.
- Added four working controls: Water Wave Strength, Water Clarity, Water Depth
  Color, and Water Refraction. All five profiles set real render values.
- Made Perfect Mirror strongly reflect sky, clouds, sunrise, sunset, sun, moon,
  Nether fire haze, and End auroras even when no safe screen-space hit exists.
- Removed permissive silhouette hits from screen-space reflections.
- Added bracket-only depth intersections, binary refinement, four-neighbor
  support, reconstructed candidate normals, ray-facing tests, seafloor and
  water-plane rejection, horizontal-top rejection, and depth-aware filtering.
- Rebuilt shoreline and crest foam from local water depth so it cannot stretch
  a shoreline pixel across the water.
- Preserved strict water block IDs and the texture-first boat path.
- Validated 1,080 Mac/Windows profile stages and 12,204 risk-state stages with
  zero GLSL failures.
- Used Solas's public water presentation only as a visual target. No
  third-party shader code, textures, assets, or configuration were copied.

Eddyveil 5.5.0 "Mythweave"
- Completed a clean baseline audit before changes and repeated the full audit
  after implementation.
- Surveyed the current top 100 download-sorted CurseForge shader listings and
  Modrinth's leading shader page. Public feature descriptions informed the
  visual goals; all implementation code remains original.
- Added working Eye Adaptation with Iris's smoothed eye-light input and
  highlight protection across the Overworld, Nether, and End.
- Added working Biome Color Variation for nine Overworld atmosphere groups and
  all five vanilla Nether biomes.
- Added quality-scaled cold-region Overworld auroras.
- Added quality-scaled silver lining and storm-light illumination inside the
  volumetric cloud volume.
- Added world-anchored, depth-stopped fireflies, spores, embers, soul motes,
  warped motes, ash, and End wisps. They stop at scene geometry and do not use
  the old camera-local overlay technique.
- Added working Water Caustics and Sky Optics controls.
- Expanded every quality profile and every settings screen for all new effects.
- Preserved Mirrorlock's strict water-hit rejection, texture-first boats,
  atlas-safe distant foliage, crossfaded biome atmosphere, spherical End sky,
  End Portal/Gateway/exit portal rendering, protected dragon-death emission,
  and the Nether's seam-free direction-space fog.

Eddyveil 5.4.2 "Mirrorlock"
- Removed the closest-plausible reflection fallback introduced in 5.4.1. It
  could reuse isolated shoreline pixels over a large water area.
- Screen-space reflections now require either a real front-to-back depth
  crossing or a tightly limited nearby silhouette hit.
- Added four-direction depth-neighborhood validation. Thin plants, shoreline
  edges, and isolated pixels are rejected before their colors reach the water.
- Reduced ray thickness from a multi-block near-miss range to a compact,
  distance-scaled intersection range.
- Binary refinement now aborts if it crosses empty sky instead of converging
  every ray onto the same geometry edge.
- Tightened water material depth matching at coastlines and flattened the
  Ultra mirror trace normal without removing visible surface waves.
- Valid coherent geometry still receives the full Perfect Mirror replacement;
  rejected geometry falls back to the stable sky and cloud mirror layer.

Eddyveil 5.4.1 "Glassstorm"
- Added CPU-side Iris smooth uniforms for all nine Overworld regional
  atmosphere groups and all five vanilla Nether biomes. Fog, sky color, and
  weather now crossfade over several seconds instead of changing in one frame.
- Replaced endpoint-based biome weather with a quality-scaled world-space
  volume march from the camera through the visible scene.
- Weather density now begins within the first few blocks, continues through
  middle distance, covers distant terrain, and also affects sky pixels. This
  removes the clear bubble around the player and the flat colored-screen effect.
- Sandstorms now contain layered moving dust volume and wind bands instead of
  recoloring every distant block the same orange.
- Snowstorms, jungle humidity, swamp fog, mushroom spores, marine haze,
  mountain cloud-fog, forest mist, Nether ash, soul dust, crimson spores,
  warped spores, and embers use the same depth-correct volume system.
- Increased screen-space reflection tracing to 14 steps on Low, 24 on Medium,
  40 on High, 56 on macOS Ultra High, and 72 on Windows Ultra High.
- Extended the maximum trace distance, strengthened binary hit refinement,
  kept closest plausible above-water candidates, and greatly increased
  Perfect Mirror coverage at ordinary camera angles.
- Rejected seafloor geometry from water-mirror hits, removing long broken
  horizontal bars and underwater silhouettes from the reflection layer.
- Rebuilt the water base so the original animated texture retains stable
  chroma and luminance underneath reflections.
- Reduced the procedural sky layer's ability to flatten the water texture while
  preserving strong sky reflection where screen-space geometry is unavailable.
- Added explicit auxiliary reflection-buffer clearing to every dimension.

Eddyveil 5.4.0 "Prismstorm"
- Replaced the procedural reflected-environment approximation with real
  screen-space water reflections of terrain, foliage, entities, and structures.
- Added a dedicated water normal/material target, opaque-scene depth ray
  tracing, quality-scaled step counts, four-step hit refinement, edge and travel
  fades, distance confidence, and roughness-aware filtering.
- Scaled reflection tracing from 10 steps on Low through 25 on High to 32 on
  macOS Ultra High and 40 on Windows Ultra High.
- Increased reflection visibility at ordinary camera angles. Reflection
  Strength, World Reflections, Water Mirror Style, and Reflection Quality each
  affect a different real part of the result.
- Kept the reflection material target unblended and depth-matched so hands,
  boats, portals, and other foreground or translucent objects cannot inherit
  the water reflection pass.
- Added Iris-biome-driven Overworld atmosphere: warm desert and badlands haze,
  savanna dust, cold snowy fog, humid jungle mist, swamp ground fog, marine
  haze, mountain cloud-fog, forest and taiga valley mist, and violet mushroom
  spores.
- Added animated regional weather with separate world-space motion and color:
  sandstorms, dust storms, snowstorms and blizzards, jungle rain-mist, swamp
  fog, mushroom spores, marine haze, mountain cloud banks, and forest mist.
- Rebuilt Nether atmosphere around all five vanilla biomes: ember-filled
  Nether Wastes, cyan Soul Sand Valley dust, crimson spores, warped teal spores,
  and dense Basalt Delta ash.
- Added separate working Biome Atmosphere and Biome Storms settings and wired
  both through Potato, Low, Medium, High, and Ultra High.
- Strengthened depth-aware colored light bleeding, separated sample quality
  from visible strength, and added Selective Emissive Glow for saturated light
  sources and depth-aware emissive rims.
- Kept all new effects original. Public shader and mod feature pages informed
  the visual goals; no third-party shader code or assets were copied.
- Preserved the stable transparent leaf path, synchronized leaf shadows, true
  3D clouds, End Portal, End Gateway, exit portal, End auroras, and protected
  dragon-death lighting.

Eddyveil 5.3.0 "Voidfire"
- Replaced the old camera-following projected cloud layers with a true
  world-space 3D cloud volume fixed between Y 176 and Y 272.
- Added quality-scaled cloud ray marching: 4 samples on Potato, 6 on Low, 8 on
  Medium, 10 on High, 12 on Mac Ultra High, and 14 on Windows Ultra High.
- Clouds now have real vertical thickness, stay visible as the player flies
  toward them, surround the camera inside the layer, and composite in front of
  terrain when the cloud volume lies between the camera and the surface.
- Removed diagonal half-face seams on leaves with coherent canopy motion,
  leaf-safe receiver bias, and continuous soft self-shadowing. Leaves still
  sway, cast shadows, and preserve their real transparent texture holes.
- Rebuilt the Nether atmosphere with seam-free triplanar smoke. Removed every
  compass-angle noise lookup from the Nether final pass, eliminating the
  wraparound path responsible for red atmospheric lines.
- Added denser distance fog, world-space smoke plumes, lava-lit lower haze,
  soot overhead, and cyan soul-biome fog with a working Nether Atmosphere
  control.
- Added spherical animated End auroras, broad connected void-light veils,
  cloudy 3D fog variation, island-level haze, and separate working End
  Atmosphere and End Aurora controls.
- Protected End Portal and dragon-death beam emission from excessive fog
  attenuation.
- Rebuilt water reflections toward a smooth, dark fantasy-mirror style with
  quality-scaled environment filtering and mirror-style wave smoothing.
- Added dimension-specific Nether furnace and End aurora reflection palettes.
- Added working Water Mirror Style and Surface Gloss controls.
- Added environment gloss and polished highlights to solid terrain while
  excluding leaves and emissive surfaces.
- Enlarged both the sun and moon discs. Recolored the sun core, glow, and halo
  with a persistent orange tint instead of the old near-white midday color.
- Raised the default Bright exposure and daylight energy, strengthened sky and
  entity illumination, and made the Fantasy Color Grade visibly more vibrant.
  Dim remains dark and BLINDING remains extreme.
- Preserved the texture-first boat path, stable transparent leaves, End Portal,
  End Gateway, exit portal, and dedicated dragon-death lightning passes.

Eddyveil 5.2.0 "Wildlight"
- Replaced the old leaf neighbor filter after proving that it could cross atlas
  sprite borders. The new filter samples only the exact leaf coordinate with
  quality-scaled LOD reconstruction, coverage conservation, and lower distant
  cutout thresholds. Real texture holes remain transparent.
- Applied the identical stabilized alpha to the terrain and shadow passes in
  the Overworld, Nether, and End.
- Added quality-scaled leaf sunlight transmission without making foliage
  semi-transparent or ghostly.
- Added variable-penumbra mapped shadows plus depth-aware contact shadows with
  independent quality and strength controls.
- Added depth-aware colored light bounce for bright saturated nearby sources.
- Added a fourth procedural cloud altitude at High and Ultra High, evolving
  weather coverage, faster storm movement, stronger opacity, and brighter night
  cloud lighting.
- Pulled fantasy fog closer and increased its maximum aerial-perspective cover.
- Added wave-crest foam, stronger controllable wet surfaces, and preserved the
  texture-first non-water path that prevents boat textures becoming water.
- Added quality-scaled edge smoothing, sharpening, fantasy color grading,
  vignette, grain, chromatic fringe, and lens flare controls.
- Lowered Dim and Bright again while preserving the deliberately extreme
  BLINDING option.
- Rewired Potato, Low, Medium, High, and Ultra High to all new effects.
- Kept the End Portal, End Gateway, exit portal, spherical End sky, and
  dragon-death emission fixes.

Eddyveil 5.1.0 "Dreamfog"
- Rebuilt leaves as stable transparent cutouts. Mipmap-aware alpha thresholds
  and neighbor coverage stop distant foliage from losing chunks while keeping
  real transparent holes.
- Forced vanilla leaves through the cutout-mipped terrain path.
- Added synchronized canopy sway, leaf flutter, grass movement, and matching
  animated shadow geometry. High-frequency flutter fades at distance to stop
  crawling pixels.
- Reworked overworld visibility around dense fantasy fog, violet-blue aerial
  perspective, layered valley mist, and drifting height haze.
- Made procedural clouds substantially denser and more visible in daylight and
  at night, with extra height layers, stronger self-shadow, and stronger moving
  terrain shadows.
- Increased mapped-shadow contrast and expanded visible sun/moon god rays.
- Strengthened water, cloud, sun, moon, aurora, rain, and wet-surface reflections.
- Lowered the new Bright default while keeping Dim and BLINDING independent.
- Added working controls for fog density, atmosphere strength, cloud coverage,
  cloud visibility, god-ray strength, reflection strength, bloom strength,
  leaf stability, and wind.
- Made Potato, Low, Medium, High, and Ultra High profiles change both sample
  quality and visible effect amounts.
- Preserved all 5.0.1 Gatekeeper portal and dragon-death lighting repairs.

Eddyveil 5.0.1 "Gatekeeper"
- Split End Portal and End Gateway block IDs and shaders.
- Rebuilt End Portal projection in world space for seamless multi-block portals.
- Added orientation-safe End Gateway rendering.
- Added dedicated block-translucent passes for portal block entities.
- Added dedicated lightning passes so dragon-death beams preserve emission and
  match the depth-only basic pass.

Eddyveil 5.0.0 "Eventide"
- Added Potato, Low, Medium, High, and Ultra High profiles.
- Added Dim, Bright, and BLINDING exposure modes.
- Added separate controls for shadows, god rays, reflections, atmosphere,
  clouds, bloom, shadow strength, End detail, and opaque leaves.
- Rebuilt leaves as fully opaque foliage with texture-aware color filling and
  solid shadow silhouettes.
- Fixed End Portal detection by using Iris's blockEntityId uniform.
- Rebuilt the End Portal as a bright animated galaxy vortex.
- Replaced the End sky's cube-cell star projection with randomized spherical
  star layers, removing the boxed-in/contained appearance.
- Restored bright sign colors instead of crushing white text into gray.
- Kept non-water translucent geometry texture-first to prevent water effects
  from appearing on boats.
- Expanded shadow reach, resolution, filtering, and entity shadow distance by
  quality tier.
- Added separate Apple Silicon and Windows GPU tuning.

Eddyveil 2.1
- Darkened the final image very slightly
- Added performance-friendly aerial perspective
- Added warm sunlit mist and cool violet distance haze
- Deepened the horizon and zenith fantasy palette
- Improved cloud depth, underside shading, and sunset edge lighting
- Added a subtle solar aureole
- Kept single-render-target macOS compatibility

Eddyveil 2.0.2
- Fixed final.fsh compilation failure caused by the name noise2
- Prefixed every final-pass helper function to avoid Iris namespace collisions
- Fixed the chain of float/vec2 and undeclared-variable errors caused by that collision
- Kept the single-render-target macOS compatibility fix from 2.0.1

Eddyveil 2.0.1
- Fixed Iris/macOS "Index 1 out of bounds for length 1"
- Removed the fragile second color attachment used by screen-space reflections
- Replaced it with fast sky, horizon, and sun reflections calculated directly on water
- Kept cinematic clouds, horizon, godrays, shadows, bright caves, and red mob damage flashes
- Reduced GPU memory bandwidth for better FPS

Eddyveil 2.0
- Rebuilt sky and atmosphere
- Added layered clouds, warm horizon, godrays, improved shadows, and mob damage overlays

Eddyveil 2.2 "Otherworld"
- Brighter, more vivid overall image (vibrance instead of 2.1 desaturation, +8% exposure)
- Day sky shifted to a deeper teal-violet fantasy palette with a violet zenith cast
- Clouds are puffier and more distinct, with violet-tinted shaded undersides
- New: night aurora ribbons (teal-to-violet), sky pixels only, near-zero day cost
- New: colored, gently twinkling stars (ice-blue and pink-white)
- Slightly stronger godrays and violet distance haze
- Terrain: stronger warm sunlight, deeper shadows (0.34 floor), violet ambient
- Shadow distance 96 -> 112 for longer visible shadows; resolution kept at 1536 for FPS

Eddyveil 2.3 "Mistveil"
PERFORMANCE (target: fix 50 FPS at RD 20)
- Shadow culling enabled (shadowDistanceRenderMul=1.0): shadow pass now renders
  only ~96 blocks instead of the full render distance. Largest FPS win.
- Shadow map 1536 -> 1024
- Entity shadows limited to 24 blocks; block entities excluded from shadows
VISUALS
- Overall exposure, saturation, and gamma lift all reduced (fixes washed-out look)
- Deeper, darker sky palette; horizon no longer blows out to white
- Fantasy mist: layered blue + violet fog all day, thicker in valleys (below y~100)
  and with distance; warm mist stays at sunrise/sunset
- Clouds: dense cores now self-shade for depth, softer whites, subtle violet edge
  glow by day, darker/moodier rain clouds

Eddyveil 2.4 "Nightfall"
- Night sky rebuilt around a deep-blue palette (was violet-black)
- Aurora rebuilt: bright cyan-blue vertical curtains with fine ray detail and a
  glowing zenith crown, replacing the old horizontal ribbons
- Starfield doubled: dense faint blue layer + sparse bright colored layer, both twinkling
- New: periodic comet ~every 19s, cyan head with fading trail
- Night clouds render as dark silhouettes against the glowing sky
- Cool moonlit-blue grade on outdoor terrain at night (torch/window light stays warm)
- All additions are night sky-pixel work: no measurable day FPS cost

Eddyveil 2.5 "Twin Lights"
- Fixed the circular blue hole at the zenith (removed the cloud zenith fade)
- Day clouds are now individual distinct cumulus instead of a unified sheet:
  higher coverage thresholds, weaker second layer, crisper edge detail
- Sun is now clearly visible: larger disc, stronger glow, fades behind clouds
- New: visible moon disc with a cool blue halo, also occluded by clouds
- Godrays now follow the moon at night with a cool blue tint (warm gold by day)
- Overall brightness lowered another small step

Eddyveil 2.6 "Deep Horizon"
- Fixed washed-out grey enderman (and other dark mobs): entity ambient floor
  lowered 0.49 -> 0.30 and scaled more by the lightmap; night grade lifts blacks
  far less; gentle post-tonemap black crush keeps darks dark
- Fixed conflicting shadowMapResolution declarations (entities/particles still
  said 1536 while terrain said 1024)
- Fixed the dark band hugging the horizon: night cloud sheet now fades out lower
  in the sky and distant clouds haze into the atmosphere color

Eddyveil 2.7 "Deepnight"
- Fixed the fake ray starburst at the zenith: aurora curtains now fade out before
  the zenith instead of converging into a false light source. The only rays left
  at night are real moon godrays, anchored to the moon.
- Moon enlarged and brightened with a wider halo so its godrays visibly connect
- Night sky darkened to a deep navy (zenith and horizon both lowered ~35%)
- Night terrain grade darkened to match
- New: faint violet nebula patches drifting in the night sky
- New: large glowing cyan aurora patches (like the reference's bright regions)
- Global exposure lowered another 3%

Eddyveil 3.0 "Grimoire"
Inspired by feature research across Solas, Bliss, Prismarine, AstraLex, and
Sildur's Vibrant (top fantasy packs on CurseForge/Modrinth):
- MOON FIX + upgrade: now anchored to the engine's moonPosition uniform (robust
  fix for invisibility), ~2x larger disc, crater detail, 8 lunar phases, wide
  blue halo, visible from twilight onward. Night godrays share the same anchor.
- New: Milky Way band across the night sky with wisps and a dark dust lane (Solas)
- New: rainbows as rain fades while the sun is out (Solas/Complementary)
- New: subtle lens flare ghosts from sun (warm) and moon (cool) (RedHat-style)
- Godrays: 8 dithered samples, no more banding
- Night bloom boosted ~50% for glowing-lantern fantasy atmosphere (AstraLex vibe)
- Water: moonlight glitter path at night; night reflections synced to the
  darker 2.7 sky palette
- The End: richer violet grade

Eddyveil 3.1 "Wildwood"
Research round 2 (SEUS, Complementary Reimagined/Unbound, Photon, Kappa,
Nostalgia, Continuum, Chocapic13, ProjectLUMA/KUDA, Ebin, Oceano, UShader,
DrDestens, RedHat, MakeUp, Beyond Belief, Super Duper Vanilla + more):
- GODRAYS v3 (SEUS-inspired): 10 dithered samples, bright core + wide soft
  falloff, and rays shift gold -> rose at sunset
- SHADOWS v2 (Photon/Kappa-inspired): rotated 5-tap Poisson filter with
  per-pixel jitter = soft film-like penumbra, no grid artifacts; shadows now
  fade out smoothly at the shadow distance border instead of a hard cutoff;
  entity shadows softened the same way
- RUFFLING LEAVES (Ebin/Sildur's-inspired): leaves get a dedicated animation -
  slow canopy sway + fast per-position flutter in all 3 axes
- CLOUD SHADOWS (Kappa/Solas-inspired): drifting cloud shade sweeps across
  terrain, synced to the sky's wind
- HANDHELD LIGHT (Complementary-inspired): holding a torch/lantern casts a warm
  glow on nearby terrain with distance falloff
- UNDERWATER (SEUS-inspired): animated caustic light dapple + screen-space
  wave distortion when submerged (finally delivering the water distortion goal)

Eddyveil 3.2 "Arcanum"
All additions are a handful of ALU ops or reuse existing textures - FPS neutral:
- Adaptive sharpen (CAS-style, 4 taps): the whole image reads crisper/higher-res
- Subtle chromatic aberration at screen edges for a cinematic lens feel
- Film grain, weighted into the darks: kills gradient banding in the night sky
- Rain now genuinely wets the world: exposed ground darkens and cool sheen
  appears on upward faces (Complementary-style wetness)
- Torchlight flickers gently like live flame
- Nether: heat-shimmer screen distortion + slow ember light pulse
- Waving foliage extended: pale oak leaves, lily pads, dripleaf, cave vines,
  hanging roots, spore blossoms

Eddyveil 3.2.1 hotfix
- Fixed the hard vertical seam through the night sky: the aurora sampled noise
  by compass angle, which wraps at +/-180 degrees. It now samples on the
  continuous compass circle - seamless in every direction.
- Milky Way and nebula now fade near the horizon instead of stretching into
  pink/blue smears at shallow angles.

Eddyveil 3.3 "Tidecaller"
WATER REBUILT (fixes the striped/boring ocean):
- 4-octave noise-based waves replace the 3 sine waves: irregular, layered swell
  that never repeats in rows. Waves flatten smoothly with distance, which also
  eliminates the moire striping to the horizon.
- Physically-based Schlick fresnel: glassy at grazing angles, clear looking down
- Biome-tinted water: swamps/warm oceans/cold oceans now differ in color
- Whitecaps bloom on wave crests, stronger in storms
- Cloud reflections shimmer across the surface by day
- Animated sun AND moon glitter sparkle (per-wave twinkle, not a static streak)
- More transparent looking down (0.55) / more mirrored at grazing (0.88)
QUALITY PASS (spending your FPS headroom):
- Shadow map 1024 -> 1536 and reach 96 -> 112 blocks (culling keeps it cheap)
- Shadow filter 5 -> 7 taps: silkier penumbra
- Bloom: third sample ring, softer wider glow
- Godrays: 12 samples, longer smoother shafts
- Clouds: third detail octave for crisp cauliflower edges

Eddyveil 3.4 "Dimensions"
Adopted the per-dimension architecture used by BSL, Complementary, SEUS, Solas,
Photon, Kappa, Bliss, Prismarine, Chocapic13, and AstraLex: shaders/world1 (End)
and shaders/world-1 (Nether) folders that Iris loads by real dimension ID.
- FIXED: End no longer shows the overworld's blue sky/clouds/ocean fog. The End
  void is now a slowly swirling purple-teal space nebula with twinkling stars
  and violet distance fog (Solas-style).
- FIXED: removed the watery screen wobble in the Nether entirely. The heat now
  comes from thick pulsing ember fog, a smoky dark-red sky, and warm-tinted
  lava bloom instead.
- Base (overworld) shader no longer relies on hasSkylight/hasCeiling flags for
  dimension detection - those flags are unreliable on some servers.

Eddyveil 3.5 "Voidforged"
- FIXED invisible dimensions: per OptiFine/Iris world-folder rules, a dimension
  folder must contain the FULL program set (missing programs do not inherit the
  base pack). world1 and world-1 now each carry all 15 programs, so terrain,
  water, entities, shadows and ore glow all render properly in the End and
  Nether with the full lighting pipeline.
- FIXED the End kaleidoscope + dashed seam: nebula and stars were projected by
  dividing by view height, which explodes at the horizon. Both now use
  singularity-free direction mapping - smooth in every direction.
- End sky upgraded: 3 nebula layers with magenta and teal knots, dual starfield,
  and a Solas-style ENDER BLACK HOLE with a pulsing violet accretion ring that
  swallows the stars behind it.
- Nether: smoke sky remapped the same way; fog eased (14-110 blocks, max 40%)
  so terrain reads clearly while still feeling thick and hot.

Eddyveil 3.6 "Faewild"
FANTASY OVERWORLD OVERHAUL:
- Wind gust system: breeze now arrives in living waves - grass and leaves surge
  and settle together instead of ticking at constant speed; sway amplitude up
- Ghibli-style violet shadows: shaded areas take a cool blue-violet cast
  instead of flat gray - the classic painted-fantasy lighting trick
- Blackbody torchlight: light fades bright gold at the source to deep ember red
  at its edge, like real fire
- EMISSIVE MOBS: warden sculk, glow squid, blazes, magma cubes and other
  glowing creature parts now self-illuminate regardless of darkness and feed
  the bloom - a warden's chest pulses cyan in a pitch-black cave
- Night fairy motes: tiny teal and violet lights wink in grass, flowers, crops
  and leaves after dark - the world feels enchanted
- Enchanted ores: ore glow now breathes with a slow position-varying pulse
- Fantasy water: iridescent film shifts subtle rainbow hues across reflections;
  at night the surface picks up teal-violet aurora shimmer
- 22-degree icy halo ring around the sun (real atmospheric optics, rare + cool)
- All upgrades mirrored into the End and Nether program sets

Eddyveil 3.6.1 hotfix
- Fixed black band at the horizon when standing at high altitude: the sky's
  void gradient now extends the horizon color downward based on camera height,
  and fades through dimmed sky color instead of snapping to near-black.

Eddyveil 3.7 "Stormsinger"
CUSTOM WEATHER ATMOSPHERES (uses Iris thunderStrength + biome_precipitation;
degrades gracefully to plain rain on loaders without them):
- RAIN: sky desaturates into slate blue-gray, fog thickens, clouds close over
  (existing wet-ground darkening + sheen still applies)
- THUNDERSTORM: distinctly darker green-charcoal sky and clouds, heavier fog,
  and LIGHTNING FLASHES - random strikes (some double-strikes) light up the
  whole sky and briefly illuminate the terrain
- SNOW: pale bright white-out - cold desaturated grade, dense white fog rolling
  in from ~12 blocks, pale silver clouds; feels hushed instead of stormy

Eddyveil 3.7.1 hotfix
- FIXED grass not waving: top-vertex detection was scaled by raw atlas texture
  coordinates (near zero on modern atlases). Now uses the standard
  mc_midTexCoord comparison - grass, flowers and crops bend properly from the
  root, tips swinging in the gusts.
- Leaf ruffle amplitudes raised ~75% - canopies visibly shiver now.
- FIXED weird pale patches on foliage at night: fairy motes lit entire noise
  cells. They are now small soft drifting orbs (with gentle motion), dimmer,
  and slightly fewer - tiny lights instead of texture blotches.

Eddyveil 3.8 "Celestia"
NIGHT SKY OVERHAUL (AstraLex-inspired: giant sky planet, constellations, comets):
- GIANT RINGED PLANET: a teal-lavender banded gas giant hangs fixed in the
  night sky - limb darkening, polar tint, glowing atmosphere rim, and tilted
  rings with band structure and a Cassini gap; rings correctly pass behind the
  planet's top and in front of its bottom. Sized to impress without blocking
  the view; dims behind clouds; fades at dawn.
- HERO STARS: sparse extra-bright feature stars with soft halos and slow
  twinkle, in warm and cool temperaments - the sky reads like constellations
- COMETS x2: two independent comet systems (9s and 13s cycles) - meteors now
  streak by every few seconds somewhere in the sky
- SATELLITES: two tiny artificial lights crawl across the sky on different
  orbital paths (~2 min crossings), gently blinking - one white, one warm

Eddyveil 3.9 "Abyss"
UNDERWATER REBUILT to a moody depth atmosphere:
- Distance murk: visibility falls off over ~30 blocks into deep blue-teal;
  murk color brightens/darkens with how much surface light reaches your eye
- Depth darkening: the deeper below sea level you swim, the darker it gets
- DESCENDING LIGHT SHAFTS: animated volumetric-style beams radiate down from
  the sun (teal) or moon (deep blue) through the water, fading with depth
- Caustic dapple now scales with surface light instead of full-strength in the dark

Eddyveil 4.0 "Gargantua"
- The night-sky gas giant is replaced by a LARGE Interstellar-style BLACK HOLE
  (~12 deg event horizon, disk spanning ~50 deg of sky): edge-on golden
  accretion disk with animated turbulent streaks and Doppler asymmetry (one
  side burns brighter), a gravitationally lensed halo arcing over and under
  the hole, a razor-thin brilliant photon ring, soft blue outer glow, and a
  pure-black event horizon that swallows the stars behind it. Occluded by
  clouds, fades at dawn.
- Removed the emissive mob lighting entirely (entities light normally again)

Eddyveil 4.0.1 hotfix
- Black hole: ~50% bigger (horizon ~18 deg across), and its visibility cone
  widened so the accretion disk is never clipped mid-air; receding disk side
  brightened so both sides read; photon ring thinner and crisper (was reading
  as a fat eclipse ring); outer glow tightened
- Stars are round now: all star layers get radial falloff inside their cells
  instead of rendering the whole cell (square stars fixed); slightly brighter
- Aurora reads as aurora: curtains ripple with traveling waves instead of
  straight vertical beams, and use the classic gradient - green skirts at the
  bottom fading through cyan to violet tops
(Note: the sharp white squares drifting in that screenshot were falling SNOW
particles from the ice biome, not stars - those are vanilla particle sprites.)

Eddyveil 4.1 "Shoreline"
- STARS truly fixed: both star layers now use spherical point-star math (same
  as hero stars) - perfectly round with soft falloff at every elevation, no
  horizon smearing. Dense faint layer + bright colored layer with mini-halos.
- WATER BORDERS & FOAM: shorelines now show a bright animated waterline where
  water meets land, with a churning foam band fading out over ~1 block of
  water depth (screen-space depth-difference technique)
- UNDERWATER REDESIGNED: exponential murk (smooth, no banding), bright glow
  when looking up toward the surface, softer wider light beams, drifting
  suspended sediment particles, gentler caustics, and a subtle underwater
  vignette for a lens-in-water feel

Eddyveil 4.1.1 hotfix
- Square star spam fixed at the root: star point falloff was the same angular
  size as the star grid cells, so entire projected cells lit up as
  squares/diamonds, and the seeding lit thousands of them. Stars are now
  precision-safe Gaussian points (cross-product angle), a fraction of a cell
  wide, and seeded ~4x more sparsely across all three layers. Result: a
  realistic count of small, round, softly twinkling stars.

Eddyveil 4.1.2
- Removed the underwater screen-warp distortion (motion-sickness trigger).
  The underwater atmosphere - murk, depth darkening, surface glow, light
  beams, sediment particles, caustics - is unchanged; only the camera-bending
  wobble is gone.

Eddyveil 4.1.3
- Underwater caustics rebuilt in WORLD SPACE. They were computed in screen
  space, so the bright squiggles were pinned to the screen and slid across the
  view as the camera turned (the real source of the dizziness, and why they
  webbed over water and distant terrain alike). Light dapple now sits on the
  seafloor and stays put as you look around, fading with distance.
- Replaced the radial beam burst with a soft surface-facing light veil that
  brightens as you look up - no more fan of rays from a point in mid-water.
- Removed the screen-glued sediment specks for the same reason.

Eddyveil 4.2 "Downpour"
- FIXED invisible rain and snow. Precipitation is drawn without writing to the
  depth buffer, so those pixels still read as sky - and the final pass was
  replacing sky pixels wholesale with the procedural atmosphere, erasing rain,
  snow, and any particle seen against the sky. Sky pixels are now composited
  (vanilla sky geometry renders as a black backdrop, and the scene is layered
  over the custom sky) so precipitation and particles show correctly. Applied
  to the overworld, End and Nether.
- NEW gbuffers_weather program: rain is tinted cool blue and snow bright white,
  both brightened for visibility against the custom sky and dimmed indoors/in
  caves to match ambient light.

Eddyveil 4.3 "Cloudburst"
- Added a PROCEDURAL rain/snow overlay drawn by the shader itself, so
  precipitation is visible regardless of whether the engine's weather pass
  reaches the screen. Three parallax layers of falling drops; rain is fast
  blue-tinted streaks, snow is slow round flakes that sway side to side.
  Scales with storm strength, fades out in caves and indoors, and dims at
  night. Not drawn underwater.
- particles.ordering changed from "mixed" to "after" so weather and particles
  are composited after the shader's passes.

Eddyveil 4.3.1 hotfix
- Rain fell UPWARD: screen Y increases upward in the shader, so subtracting
  time from the vertical coordinate made drops rise. Sign corrected - rain
  now falls down.
- Rain was pinned to the screen (looked like drops on a camera lens). Streaks
  are now anchored to view direction, so they stay put in the world as you
  turn your head, with the three layers falling at different speeds for depth
  parallax.
- Streaks are much thinner, denser and faster - reads as rainfall rather than
  white bars. Snow keeps round, slow, swaying flakes.

Eddyveil 4.4 "Real Rain"
- REMOVED the procedural screen-space rain overlay entirely. It was a screen
  effect, not weather, and that was the wrong approach.
- Rain and snow are now the game's real 3D precipitation geometry, styled by a
  deliberately minimal gbuffers_weather program that uses only universally
  available uniforms so it cannot fail to compile: cool blue tint, boosted
  opacity for visibility against the custom sky, and brightness that follows
  ambient sky light so it dims properly indoors and at night.
- Removed the particles.ordering override so particle/weather ordering uses the
  loader default (the override was a possible cause of dropped weather).

Eddyveil 4.4.1 hotfix
Real 3D rain now renders (4.4 fixed that) but was over-styled. Retuned:
- Night rain was brighter than the night sky; brightness now follows time of
  day (about 1/5 strength at night) so streaks read as dark wet lines
- Opacity roughly halved - rain is translucent instead of solid white bars
- Added distance fade: streaks past ~10 blocks thin out and vanish by ~38,
  so precipitation no longer stacks into a wall across the whole view
- Brightness also scales with ambient sky light, so rain seen from a cave
  mouth or under cover stays dim

Eddyveil 4.5 "Refined"
PERFORMANCE (no visual loss):
- Clouds: empty sky now bails out before the light probe and all cloud shading;
  the second cloud layer is skipped where the first is already opaque. This was
  the most expensive thing in the sky (~30 noise lookups per pixel).
- Godrays: pixels too far from the sun/moon to receive rays now skip all 12
  depth samples instead of computing them and multiplying by zero.
- Water: wave LOD. Near water uses a cheap 2-octave gradient plus detail added
  only at the centre (8 noise lookups, was 12); past ~62 blocks it drops to a
  single lookup with flat normals - distance flattening made those waves
  invisible anyway. Night aurora shimmer and day cloud reflections are now
  gated to the times they can actually appear.
- Shadows: 7-tap soft filter up close, 3-tap beyond 34 blocks where the
  penumbra is sub-pixel anyway.
- Cloud shadows: one noise lookup instead of two, skipped entirely indoors.
- Chromatic aberration: the two extra colour samples are skipped near the
  screen centre, where the effect is zero.
QUALITY:
- BLACK HOLE rebuilt to be physically right: the fat white halo is replaced by
  gravitationally LENSED GOLD ARCS bending over the top and under the bottom of
  the shadow (the Interstellar signature), the photon ring is now a thin
  brilliant line, and the near half of the accretion disk correctly passes IN
  FRONT of the event horizon, bisecting the black disc instead of stopping at
  its edge.
- Near water gains finer wave detail from the freed budget.

Eddyveil 4.6 "Gateways"
- NETHER PORTAL rebuilt: a slow swirling vortex of deep violet turning through
  magenta into white-hot filaments, with bright energy veins, drifting sparks
  and a gentle breathing pulse. Rendered emissive so it glows into the bloom
  and lights up its frame.
- END PORTAL rebuilt: instead of the flat vanilla starfield it is now a window
  into deep space - drifting violet and teal nebula clouds with bright magenta
  knots, over two layers of twinkling stars at different depths. Also applied
  to end gateways.
- Portals are handled in both the translucent and block-entity programs so the
  effect appears whichever path the game renders them through, in every
  dimension.

Eddyveil 4.7 "Otherworlds"
THE END:
- Fixed the hard line at the horizon and the random smeared look. The nebula is
  now shaped by a GALACTIC PLANE: a structured band of cloud arcs across the
  sky with a dark dust lane through its middle and a glowing galactic core,
  fading smoothly toward the void instead of cutting off.
- Fixed square stars in the End (the same cell bug fixed in the overworld but
  never ported): three depths of round Gaussian point stars, twinkling.
- Ender vortex ring is now a thin crisp accretion line rather than a fuzzy band.
THE NETHER (was too plain next to the other dimensions):
- Sky is now three-part: seething orange heat below, choked soot above, and
  rolling banks of smoke drifting between them
- RISING EMBERS: two layers of flickering orange sparks stream upward
- Lava-glow from below pulses and varies, as if seas of fire are churning
  under the horizon, with fire-glow shafts breaking through the smoke
- Fog is now depth-tinted: hot orange close by, deep smoky red far away

Eddyveil 4.7.1 hotfix
- Fixed the hard horizontal line at the End's horizon. It was introduced by the
  4.2 sky-compositing change: the overworld draws a full sky dome, so the black
  backdrop covers every sky pixel evenly, but the End has no sky dome - below
  the horizon the game draws the void plane (painted black by the pack) while
  above it the pixels keep the End's purple fog clear-colour. Compositing the
  scene on top therefore brightened the upper hemisphere only, producing a seam
  exactly at eye level. The End and Nether skies no longer composite that
  backdrop. The overworld still does, so rain and snow remain visible there.

Eddyveil 4.8 "Infernal"
NETHER PORTAL rebuilt with domain warping (noise displacing noise), which gives
flowing liquid energy instead of a scrolling pattern:
- Churning currents from deep indigo through violet to magenta
- Ridged noise carves bright lightning-like filaments through the flow
- A slower secondary vortex swirls behind for depth
- Sparks are dragged inward and consumed
- Whole surface breathes; rendered emissive so it glows into the bloom
THE NETHER now has real character:
- LAVA is molten: dark crust drifting over bright orange flow with white-hot
  cores, slowly churning and pulsing
- MAGMA BLOCKS pulse with veins of ember light
- NETHERRACK, basalt and blackstone show faint glowing ember cracks
- SOUL SAND, soul soil, soul fire and soul lanterns give off an eerie
  wavering cyan glow
- LAVA BOUNCE LIGHT: downward and side-facing surfaces catch warm orange light
  from the fire below, so caverns are lit from underneath
- Ember haze rises low in the view, thickening with distance
