EDDYVEIL SHADERS v5.9.3 - 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

5.9.3 FIRSTFRAME
- Rebuilt the untouched first launch as a deliberate Custom showcase instead
  of Low with one glass setting changed
- Opens immediately at Dim brightness with 22 visible presentation controls
  tuned above Low; no preset or settings-menu visit is required
- Strengthened cloud body, cirrus, sky optics, daily moods, biome identity,
  auroras, storm light, generated PBR, contact depth, and material gloss
- Strengthened water refraction, foam, caustics, wet surfaces, foliage light,
  emissive aura, bloom rolloff, sharpening, and exposure response
- Upgraded distant transparent leaf repair from Stable to Detailed without
  enabling the third texture sample used by High and Ultra leaf tiers
- Kept Low's shadow, godray, reflection, atmosphere, cloud, AO, post, particle,
  underwater, and End-sky sample budgets exactly unchanged
- Kept zero-neighbor factory bloom, the shared two-neighbor post path, disabled
  camera blur effects, POM off, and generated PBR at zero neighboring atlas reads
- Strong generated PBR uses the compact analytic specular lobe; exact mapped
  resource-pack modes retain the full microfacet response on higher profiles

5.9.2 STILLTRACE
- Removed Tidelock's one-point projection, which could stretch one mountain
  sample into vertical combs and reselect it while the camera turned
- Added a deterministic screen-space reflection trace along the real mirrored
  world ray, using the undisplaced horizontal water plane for large scenery
- Terrain hit coordinates contain no animated wave normal, time, hash, random
  jitter, cursor coordinate, or live screen-row dependency
- Kept the stabilized 1.72-block mirror eye for walking, boats, swimming, and
  jumps, so normal vertical camera movement cannot bounce the reflected world
- Removed every closest-sample fallback; an unconfirmed hit now returns to the
  analytic sky and water instead of smearing unrelated foreground geometry
- Added strict reconstructed-world ray distance and above-water checks to stop
  ocean floors, screen edges, and silhouettes becoming fake reflections
- Uses 5 / 7 / 9 / 12 deterministic coarse points from Low through Ultra,
  compact refinement, and 1 / 3 / 5 fixed color taps with aggressive exits
- Reduced terrain coverage again and made its blur non-animated, keeping water
  ripples, Fresnel, refraction, and highlights visible without moving scenery

5.9.1 TIDELOCK
- Replaced Horizonlock's live screen-row mirror with a finite world source on
  the undisplaced water plane, removing the remaining walking and jump bounce
- Locks ordinary shore, boat, swimming, and jump viewpoints to a 1.72-block
  mirror eye height; only genuinely aerial views blend back to real elevation
- Reprojects the same source world position as the camera moves, so its screen
  coordinate follows the real mountain instead of selecting a new screen row
- Expanded valid screen-edge and low-shoreline support so distant terrain does
  not wait for the player to approach before appearing in water
- Added world-anchored crossed ripple blur to reflected color only; depth,
  visibility, source placement, waves, time, and the cursor cannot move terrain
- Reduced terrain opacity and blue tint so the animated water body, Fresnel,
  refraction, and ripples remain visible instead of producing a chrome mirror
- Low and the fresh install use one depth and two color reads; Medium keeps
  three color reads and High or Ultra keep five, with no trace or history loop
- Preserved Astralforge celestial objects, Cinderforge PBR and Nether lighting,
  all presets, both platforms, and every non-reflection sample budget

5.9.0 ASTRALFORGE
- Rebuilt the daytime object as a larger shaded plasma sphere with a thick
  stellar rim, six broad corona blades, and two tilted broken orbital rings
- Increased the Helios core by about 37 percent and its corona by 21 percent,
  making it a major sky landmark while preserving its optimized early exit
- Rebuilt the nighttime black hole as a 21-percent-larger spherical shadow
  wrapped by near, middle, far, photon-shell, and gravitational-lens layers
- Ordered the accretion volume in real foreground and background layers so it
  reads as a 3D object instead of a bright ellipse pasted onto the sky
- Added no texture read, loop, ray march, framebuffer, render target, or pass;
  all existing heavy sample budgets remain unchanged
- Preserved Horizonlock water, Cinderforge PBR and Nether lighting, every
  preset, and the same fresh-install performance strategy

5.8.9 HORIZONLOCK
- Replaced Raybound's sparse four-sample Low tracer, which let neighboring
  water pixels select unrelated shoreline pieces and form stretched bands
- Mirrors the opaque scene around a projected world horizon as one continuous
  full-surface image instead of searching independently from every water pixel
- Rejects opaque geometry below the undisplaced water plane, preventing kelp,
  caves, and the ocean floor from becoming dark fake terrain reflections
- Keeps terrain coordinates independent of wave animation, vertex displacement,
  frame time, random noise, jump height, and any screen-center anchor
- Uses one depth and one color read on Low and the fresh install, with a fixed
  three- or five-color horizontal resolve only on higher reflection tiers
- Compiled the three historical reflection implementations out of runtime and
  preserved Cinderforge PBR, the Nether overhaul, Helios, and every preset

5.8.8 CINDERFORGE
- Fixed Nether mobs, held items, particles, and block entities using a stale
  gray lighting path that crushed Piglins and dark blocks beside bright terrain
- Rebuilt Nether illumination around readable smoky ambient light, amber lava
  bounce, focused emission, darker depth, and restrained biome color accents
- Removed the accidental forced emission on netherrack, basalt, blackstone,
  soul sand, and soul soil that flattened the whole cavern into a red wash
- Expanded LabPBR, OldPBR, and generated material response across terrain,
  mobs, hands, block entities, translucent geometry, and Distant Horizons
- Added eight generated material families for metal, polished stone, wood,
  rough stone, soil, ice, ceramic, and cloth with distinct physical response
- Reused sampled albedo for the default generated normal path, kept portals,
  glass, signs, labels, and item sprites protected, and added no render pass
- Preserved Raybound reflections, Helios, all presets, and every heavy march
  and volume sample budget from v5.8.7

5.8.7 RAYBOUND
- Removed Worldlock's guessed two-sample anchor, which could remap scenery as
  the current screen buffer changed during mouse movement
- Built the terrain reflection ray in world space from the undisplaced water
  plane and stabilized camera position, then transformed that same ray to view
  space only for depth testing
- Removed screen-pixel jitter, animated normals, Fresnel, wave facets, and the
  crosshair from real-terrain ray creation and visibility
- Added deterministic silhouette crossing, compact binary refinement, and a
  strict near-ray fallback for stable mountain and structure hits
- Uses 4 / 6 / 8 / 10 trace samples from Low through Ultra, far below the old
  8-36 sample path while restoring geometrically correct reflection tracing
- Preserved the darker Nether, Helios, water material, all presets, Distant
  Horizons support, and every non-reflection workload from v5.8.6

5.8.6 WORLDLOCK
- Separated the real-terrain mirror from the animated water mesh by preserving
  the undisplaced block-height plane in every dimension
- Recovered the opaque terrain range from a fixed world anchor, snapped that
  range in world space, and reprojected the locked source onto the mirror ray
- Removed Fresnel and moving wave-facet modulation from the mountain layer, so
  mouse movement cannot make the real reflection crawl, pulse, or swap patches
- Extended stable ground-height handling across normal shore, boat, cliff, and
  jump viewpoints while retaining real underwater and high-aerial behavior
- Uses two fixed depth reads and one conditional color read with no ray march,
  history buffer, framebuffer, or added render pass
- Preserved Deepanchor's darker Nether, Helios, every preset, and all heavy
  loop and march budgets

5.8.5 DEEPANCHOR
- Replaced the jump-sensitive infinite reflection direction with a finite
  world-space mirror anchor, so reflected scenery stays fixed to the water
- Stabilized the reflection eye height for normal shore, boat, and swimming
  viewpoints while preserving correct high-altitude and underwater behavior
- Kept the full-water-surface reflection path at one depth lookup and one
  conditional color lookup with no ray march, history buffer, or added pass
- Rebalanced the Nether at its actual light sources instead of applying a flat
  dark filter: sky, fog, Furnace Heart, lava horizon, volumes, motes, and bloom
- Kept every Crownforge structure and biome identity visible against a much
  darker cavern backdrop with stronger separation between shadow and emission
- Preserved Helios, cloud lighting, water detail, all presets, and every heavy
  sample budget from v5.8.4

5.8.4 CROWNFORGE
- Replaced the ordinary daytime sun with the Helios Crown: an animated hot
  stellar core, six rotating corona petals, long rays, halo, and sun dogs
- Regraded clear daylight with a deeper blue zenith, brighter cyan horizon,
  broad gold atmospheric wake, and warmer cloud faces and silver linings
- Matched Overworld water to Helios with a gold reflection body and hot
  white-gold sparkle, without touching Stillwater's geometry projection
- Rebuilt the Nether around a colossal broken Furnace Heart, vaulted smoke
  ceiling, fractured halo, lava ocean horizon, and distant forge gates
- Gave each Nether biome its own large-scale identity: soul curtains, warped
  aurora roots, crimson canopy veins, basalt heat fractures, or furnace haze
- Extended those biome colors onto cavern fog, ceiling shade, distant bounce,
  ember/spectral shafts, and motes so the world is transformed beyond the sky
- Added no sky texture lookup, render pass, framebuffer, or heavy march sample;
  Helios exits outside its visible region and all Nether effects reuse noise
- Preserved Stillwater's full-surface reflections and dot-removal fixes

5.8.3 STILLWATER
- Replaced the active real-scene reflection march with a stable full-surface
  planar projection, removing the reflection hotspot that followed the cursor
- Mountains, terrain, trees, entities, and structures now use the complete
  visible water surface instead of a narrow forward-camera hit corridor
- Removed the active per-water-pixel trace loop; the new path uses one depth
  lookup and one conditional scene-color lookup for better consistency and FPS
- Kept gentle world-space wave distortion, edge fading, and above-water
  validation so reflections remain natural without mirroring the ocean floor
- Prevented fantasy motes from rendering through water or glass and fully hid
  them during rain, removing the blurry colored dots at the bottom of the view
- Applied the reflection replacement to Overworld, Nether, and End water

5.8.2 EVERMIRROR
- Made real mountains, terrain, trees, entities, and structures remain visible
  in water instead of appearing only at a narrow cursor or camera angle
- Replaced the near-hit rescue with a persistent one-sample fallback that
  reuses the closest opaque point already visited by the existing ray march
- Removed the remaining sky-to-silhouette thickness gate and stabilized the
  reflection normal so onscreen geometry survives normal camera movement
- Raised fresh-install, Low, and Medium world reflections to Mirrorlike without
  adding a ray step, framebuffer target, render pass, or history buffer
- Reduced stretched procedural sunlight bands so actual reflected scenery reads
  clearly while waves, Fresnel, refraction, foam, and sparkle remain cinematic
- Applied the fix in every dimension and retained the 5.8.1 trace budgets

5.8.1 MIRRORWAKE
- Fixed the real scene-reflection march rejecting mountains, terrain, trees,
  entities, and structures after crossing their depth
- Added silhouette-entry handling so a reflected mountain can enter from sky
  instead of requiring an earlier opaque sample
- Relaxed the surface filter for sloped terrain while retaining above-water,
  depth, edge, and continuity protection against reflection leaks
- Extended reflection reach, added a zero-extra-step near-hit rescue, and kept
  every preset's existing ray count for essentially unchanged trace cost
- Made real geometry reflections visible on calm and disturbed facets, with a
  cooler water-matched tint instead of hiding them behind the sky reflection
- Improved the analytic surface with crossed macro-wave modulation, coherent
  roughness, refraction, foam, sparkles, and softly distorted mirror detail

5.8.0 ASCENDANT
- Rebuilt Potato, Medium, High, and Ultra High instead of limiting the upgrade
  to Low: every preset now has an intentional cinematic presentation
- Unified higher-tier edge reconstruction, AO, colored bounce, blocklight fog,
  and emissive aura so the same framebuffer neighborhood drives all five
- Reduced Medium/High/Ultra cloud marching to 30/40/48 samples, with analytic
  macro rejection, solid-core skipping, tiered self-shadowing, and powder light
- Reduced Medium/High/Ultra real-scene water reflection traces to 16/24/32,
  added stable jitter, tightened hit validation, and preserved crisp refraction
- Reduced higher-tier god rays, biome weather, Nether volumes, bloom kernels,
  contact shadows, POM, underwater work, and Distant Horizons shadow cost
- Retuned Potato into a real cinematic fallback, made Medium the balanced hero
  preset, made High clearer and more radiant, and kept Ultra dense but readable
- Preserved the optimized Low/fresh-install path from Afterburn, all dimensions,
  every control, PBR modes, glass depth, entities, and Distant Horizons

5.7.9 AFTERBURN
- Rebuilt Low clouds around analytic connected bodies, empty-space rejection,
  solid-core skipping, edge-only 3D detail, and preserved horizon opacity
- Unified edge resolve, AO, colored bounce, blocklight fog, and emissive aura
  on one two-neighbor sample pair
- Reduced Low cloud, water SSR, water filtering, shadow-map, god-ray, Overworld
  weather, Nether volume, bloom, generated-PBR, and Far End exponential work
- Retuned Low and the fresh install for clearer air, stronger water, cinematic
  color, luminous foliage, wetness, god rays, sky optics, and emissive aura
- Kept all five profiles, all dimensions, Distant Horizons, and every setting

INSTALL
- Delete older Eddyveil 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-v5.9.3-macos.zip into the Minecraft shaderpacks folder
- Keep the file zipped and select it from Iris Shader Packs

DEFAULTS
- Profile display: Custom, hand-tuned around Low's optimized sample budget
- Brightness: Dim, normal Minecraft exposure on a fresh install
- Leaves: transparent Detailed mode with atlas-safe coverage and seam-free sway
- Shadow Strength: Dramatic
- Fantasy Fog: Misty, for clearer gameplay depth
- Cloud Coverage: Balanced
- Cloud Visibility: Bold
- Clouds: continuous full-XYZ cumulus volumes from Y 124 to Y 548
- Cloud Form Variety: Infinite Skyscape, with large organic bodies, domain-warped
  billows, distinct heights, bent crowns, and wide blue gaps
- God Rays: Divine, with a four-sample Low path
- Reflections: strong cinematic water response with Low-cost filtering
- World Reflections: persistent rough scene reflections
- Water Reflection Style: Fresnel Facets with world-anchored ripple blur
- Water Waves: Oceanic
- Water Clarity: Clear, with crisp shallow transmission
- Water Depth Color: Cinematic
- Water Refraction: Detailed
- Surface Gloss: Mirrorlike
- Biome Atmosphere: Fantasy
- Biome Storms: Active
- End Atmosphere: Dreamfog
- End Auroras: Enchanted
- Giant End Pulsar: Visible Starheart
- End Supernova Pulse: Visible Shockwave
- Nether Atmosphere: Furnace Fog with Furnace Heart and biome megastructures
- Wind: Fantasy Gusts
- Contact Shadows: LOD Only (band-free near terrain)
- Ambient Occlusion: Strong
- Colored Light Bounce: Low
- Colored Light Strength: Radiant
- Selective Emissive Glow: Radiant
- World Radiance: Mythic
- Wet Surfaces: Soaked
- Leaf Translucency: Enchanted
- Weather Variation: Dynamic
- Daily Sky Variation: Mythic
- Daytime Star: Astralforge Helios sphere with orbital rings, six-blade corona,
  and atmospheric gold wake
- Water Foam: Detailed
- Fantasy Color Grade: Cinematic
- Sharpening: Crisp
- Eye Adaptation: Responsive
- Biome Color Variation: Transformative
- Overworld Auroras: Celestial
- Cloud Lightning: Stormcharged
- Fantasy Particles: Subtle
- Water Caustics: Luminous
- Sky Optics: Mythic
- PBR Standard: Generated vanilla PBR for the fastest complete fresh install;
  Auto-detect LabPBR / OldPBR remains available in Materials
- PBR Strength: Detailed, using the compact generated-material lobe
- Generated PBR: Balanced
- Parallax Occlusion: Off on Low for speed; available on Medium and above
- POM Self-Shadow: Off on Low; available on Medium and above
- Tonemapping: Fantasy Filmic
- Bloom: On, with Radiant strength and the zero-neighbor factory path
- Lens Flare: On
- Chromatic Aberration: Off
- Depth of Field: Off
- Motion Blur: Off
- Tilt Shift: Off
- Biome Weather: Transformative
- Cirrus Clouds: Dramatic
- 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
- Glass: Strong neutral clear faces, broad Fresnel edges, readable stained
  colors, dark tinted glass, and preserved atmosphere through windows

QUALITY PROFILES
- Potato: 512 shadows, 12-step analytic clouds, local-highlight bloom, cinematic
  tonemapping, visible sky identity, and minimum sampling
- Low: 1152 shadows, 16-step analytic-edge cloud volumes, 5-step deterministic water reflections, four-sample god rays, visible End events, and the factory Custom sample budget
- Medium: 1792 shadows, 30-step volumetric cumulus, 7-step geometry reflections,
  maximum atmosphere identity, luminous foliage, balanced PBR, and clearer fog
- High: 2560 shadows, 40-step towering clouds, 9-step geometry reflections,
  full End events, radiant wet materials, and cinematic bloom
- Ultra High: 3584 shadows, 48 cloud steps, 12 reflection steps, deep self-shadow,
  and maximum macOS lighting, weather, PBR, water, and post detail

BRIGHTNESS
- Dim: the normal Minecraft-like fresh-install exposure
- Bright: an optional lifted presentation
- 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,
glass visibility, water waves, water clarity, depth absorption, water refraction, foliage, post
processing, color, lens effects, cloud-form variety, End auroras, End atmosphere,
End pulsars, End supernovae, 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

5.7.7 CLEARWAKE
- Added two crossed analytic capillary wave bands, distance-safe fine-normal
  fading, textured microfacet roughness, and matched Distant Horizons detail
- Increased shallow-water clarity and refraction sharpness, then retuned the
  turquoise body and absorption toward cleaner natural water color
- Moved clear-weather aerial fog farther from the camera, reduced its maximum
  opacity, valley mist, high haze, rain amplification, and biome multipliers
- Kept atmospheric depth, real storms, biome palettes, and distant horizon
  separation instead of disabling fog outright
- Rebalanced the color grade around neutral cool shadows, clean warm light,
  stronger midtone vibrance, and guarded highlights for a realistic finish
- Preserved Custom + Dim launch behavior, Low sample budgets, every profile,
  and all Crystalveil glass and reflection fixes

5.7.6 CRYSTALVEIL
- Made the untouched installation intentionally display Custom while retaining
  Low's optimized GPU sample budget
- Restored Dim as the first-launch exposure and removed Brightness from every
  named quality profile so profile changes preserve the user's choice
- Raised low-cost presentation strength for reflections, surface gloss, bloom,
  emissive glow, color grading, and daily sky variation
- Rebuilt clear glass around a neutral 0.40 face-on base at Strong, wider
  Fresnel visibility, neutral highlights, and less saturated blue reflection
- Preserved stained and tinted glass identity, protected scene depth, all five
  profiles, and every v5.7.5 rendering and parser correction

5.7.5 FIRSTLIGHT
- Rebuilt the untouched fresh-install configuration around the actual Low GPU
  budget instead of hidden Medium-level material, fog, and celestial settings
- Made Bright the first-launch exposure so daylight, sunsets, water, clouds,
  colored lighting, and the fantasy color grade make an immediate impression
- Kept 14-step real scene reflections, 28-step 3D clouds, god rays, generated
  PBR, biome atmosphere, bloom, End events, and Nether fog in the default look
- Disabled default Low POM and self-shadow raymarches, reduced bloom sampling,
  and matched weather, blocklight fog, particles, and underwater work to Low
- Raised the clear-glass body and Fresnel response so windows are readable from
  normal angles instead of disappearing while preserving the view beyond them
- Preserved every Tideglass water, Cloudforge cloud, Farveil End, leaf, shadow,
  portal, entity, parser, and customization fix

5.7.4 TIDEGLASS
- Enabled real terrain, tree, entity, and structure reflections on Low with a
  short 14-step macOS trace and the existing depth, shoreline, and hit guards
- Added a visible but restrained sky-reflection floor so ordinary camera angles
  show reflections while clear wave facets still reveal underwater terrain
- Increased reflected cloud presence without making all water mirrorlike
- Lightened turquoise shallows, mid-depth blue, and deep-water scattering
- Replaced four strongly directional macro waves with six differently scaled,
  directed, phased, and timed waves plus three-way micro detail
- Broke up reflective facets and sunlight ripples with crossing world-space
  phases so oceans no longer read as evenly repeated parallel stripes
- Matched Distant Horizons water to the new reflection, color, and wave response
- Preserved translucent depth, glass, shoreline stability, boats, night color,
  caustics, refraction, clouds, End visuals, and every existing setting

5.7.3 DEPTHGUARD
- Changed the fresh-install brightness default from Bright to Dim
- Defined real raster depth on every water, portal, and generic translucent
  branch after Glasswork introduced a custom protected-depth glass branch
- Fixed water, Nether portals, End portals, gateways, and other translucent
  geometry appearing through solid blocks because of undefined fragment depth
- Applied the depth correction to the Overworld, Nether, and End
- Kept Bright and BLINDING selectable and preserved all Glasswork visuals

5.7.2 GLASSWORK
- Added a real base surface to transparent glass texels, fixing glass faces
  that showed only their outline and otherwise disappeared
- Raised stained-glass body visibility, including black stained glass at night
- Kept clear glass subtle and tinted glass darker while making both readable
- Added angle-dependent cool surface reflection without obscuring the scene
- Preserved the corrected scene depth so clouds, fog, water, atmosphere, god
  rays, focus, AO, and screen-space shadows still work beyond each window
- Applied the correction to both Iris translucent paths in all dimensions

5.7.1 CLEARVIEW
- Added dedicated clear, stained, and tinted glass material IDs for all vanilla
  glass blocks and panes instead of using one generic translucent color path
- Made ordinary glass almost invisible face-on while retaining texture borders
  and a restrained angle-dependent edge reflection
- Reduced stacked stained-glass opacity and lifted tinted glass from crushed
  black while preserving their intended color and darker material identity
- Restored opaque-scene depth behind glass so fog, atmosphere, god rays, focus,
  AO, and screen-space shadows keep describing the world beyond the window
- Applied the fix in both possible Iris translucent routes and all dimensions
- Preserved Velocity performance, water, clouds, leaves, portals, entities,
  block damage, End effects, Distant Horizons, and every shader setting

5.7.0 VELOCITY
- Rebuilt the full shader around quality-scaled GPU work rather than simply
  reducing brightness, atmosphere, water, cloud volume, or End spectacle
- Removed duplicate 3D cloud-density work and reduced default cloud cost while
  preserving integrated opacity, rounded lighting, stable motion, and shape
- Reduced shadow-map area and stable PCF taps without restoring the old bands,
  detached shadows, leaf splits, or screen-edge seam
- Removed nearly invisible Low POM and surplus bloom/filter taps while keeping
  generated PBR normals, glossy water, fog, god rays, colored light, and bloom
- Reduced low-quality water filtering with a stable cross kernel that preserves
  clear/reflected facets and every recursive-line safeguard
- Kept every control functional; Medium through Ultra progressively restore
  full POM, GGX material detail, denser volume marches, and longer reflections

5.6.7 PRISMWATER
- Replaced blanket mirror water with angle-correct Fresnel reflection
- Added smoothly separated reflective wave facets and clear transmission areas
- Sharpened shallow visibility without reviving shoreline or chunk-edge lines
- Made Water Clarity control real absorption and transmission
- Matched local and Distant Horizons water across every dimension

5.6.6 CLOUDFORGE
- Removed the fixed-height ellipsoid lobe stack that made each cloud look like
  a pile of horizontal pancakes, especially on the default Low profile
- Rebuilt every cloud family as one continuous three-dimensional density body
  with a rounded vertical profile and no discrete shape layers
- Added full-XYZ domain warping, broad billows, fine volumetric erosion, bent
  crown drift, and an organic tower profile that stays connected to the body
- Increased cloud-family spacing and protected each warped silhouette from
  invisible world-grid clipping while preserving large clear-sky openings
- Raised ray-march quality to 20/36/48/60/72 samples on macOS and
  20/36/48/60/80 samples on Windows from Potato through Ultra High
- Added real sun-direction density probes on Low and above, with an extra deep
  probe on High and Ultra for rounded self-shadowing and readable cloud depth
- Extended the working cloud volume to Y 124-548 so tall, differently elevated
  formations remain volumetric when viewed from below, within, or above them
- Preserved every Farveil End, water, reflection, portal, shadow, foliage,
  entity, PBR, weather, Distant Horizons, customization, and parser fix

5.6.5 FARVEIL
- Completely rebuilt the End as an intergalactic fantasy dimension rather than
  a purple sky with disconnected space effects
- Replaced the familiar single galactic band with separate ultraviolet and cyan
  nebula provinces, cold dust, deep star layers, and cosmic-web filaments
- Added several tiny external spiral galaxies with bright stellar cores to sell
  the feeling of being millions of light-years beyond the Overworld sky
- Replaced the old point-shaped dimensional rift with a huge broken luminous
  reality scar that curves across the celestial sphere
- Restyled the giant pulsar with the End's blue-violet-cyan-pearl palette, a
  drifting nebula cocoon, slower braided jets, magnetic shells, and bow shock
- Restyled the synchronized supernova pulse to compress the same nebula palette
  with an ultraviolet shockfront, cold cosmic wake, and pearl-white flash
- Rebuilt near, middle, and far End fog as moving world-space cosmic filaments
  instead of one flat screen veil; emissive portals and dragon effects survive
- Added matching pulsar direction light to End terrain and Distant Horizons,
  synchronized pulse illumination, colder entity light, and matching water sky
  reflections so the islands exist inside the same scene
- Preserved every portal, gateway, exit-portal, dragon-death, water, shadow,
  foliage, nameplate, dropped-item, block-damage, and Iris parser correction

5.6.4 STARHEART
- Enlarged the animated End pulsar into the dimension's main celestial
  centerpiece, with a wider angular silhouette and much stronger depth
- Rebuilt its surface as a moving blue-white plasma starheart with a hot core,
  corona, animated knots, dual torus rings, and synchronized beacon flashes
- Added curved braided lighthouse jets, magnetic arcs, field shells, energy
  rings, diffraction spikes, and Ultra plasma sparks
- Replaced the localized supernova object and remnant with a periodic End-wide
  pulse: a traveling spherical shockfront, luminous wake, flash, and echoes
- Removed the End event horizon, photon ring, accretion disk, and dark vortex;
  the remaining dimensional rift is entirely luminous
- Preserved every Cloudmass cloud, water, reflection, shadow, foliage, entity,
  portal, Nether, Distant Horizons, customization, and Iris parser fix

5.6.3 CLOUDMASS
- Fixed the remaining horizontal cloud plates visible on Low by replacing its
  eight full-depth samples with 24 dense samples inside a bounded 2304-block ray
- Raised cloud marching to 12/24/32/40/48 samples on macOS and
  12/24/32/40/56 samples on Windows across Potato through Ultra High
- Rebuilt family width from deeply fused near-spherical masses instead of a
  few family-wide flattened ellipsoids, producing large rounded silhouettes
- Added smooth volumetric unions between the lower body, side domes, middle
  mass, cauliflower crowns, and optional tower so no lobe reads as a plate
- Reduced vertical noise frequency and edge erosion strength to prevent density
  contours from turning into horizontal layers inside otherwise round clouds
- Added a subtle time-invariant march phase to break coherent depth contours
  without bringing back temporal speckle, shimmer, or blurry sky pixels
- Raised the volume ceiling to Y 508 so tall crowns are never clipped flat
- Preserved all Cloudbloom water, reflections, shadows, leaves, entities,
  portals, End, Nether, Distant Horizons, and Iris parser fixes

5.6.2 CLOUDBLOOM
- Replaced the height-extruded cloud-family masks with unions of overlapping
  world-space 3D ellipsoids, so formations have round sides and curved tops
- Built each family from one broad lower body, deep side/front/back domes,
  staggered upper cauliflower crowns, and occasional tall central towers
- Enlarged and separated the world-space family cells so clouds read as huge
  individual cumulus formations instead of short layers stacked in the sky
- Extended the cloud volume to Y 136-420 and retained true camera entry, real
  thickness, open blue gaps, independent heights, and stable world-space motion
- Reworked light height per ray sample and per family, giving the rounded crown
  bright sunlit volume and the lower body a cool gray-blue shaded underside
- Limited 3D noise to edge erosion while preserving a filled cloud core, which
  keeps the silhouette fluffy and coherent instead of porous or pancake-flat
- Preserved every Cloudbreak water, reflection, shadow, foliage, nameplate,
  item, block-damage, portal, End, Nether, Distant Horizons, and parser fix

5.6.1 CLOUDBREAK
- Replaced the continuous cloud blanket with bounded, irregular world-space
  cloud families that leave guaranteed clear gaps between formations
- Gave every family its own base, top, thickness, rotation, aspect, lobes, and
  tower chance, spanning distinct altitudes from Y 140 through Y 374
- Removed animated per-pixel cloud jitter and screen-space weather jitter that
  made clear sky and cloud silhouettes look noisy, soft, or blurry
- Protected actual sky pixels from optional lens grain while keeping camera
  effects active on terrain, entities, water, and other world surfaces
- Confined high procedural haze to the horizon so the upper daytime sky stays
  clean and blue without removing Eddyveil's fantasy distance atmosphere
- Changed Low through High to Balanced coverage and maximum form variety, and
  kept Ultra separated instead of reverting to a single overcast ceiling
- Raised cloud samples to 8 on Low, 10 on Medium, 12 on High, 14 on Mac Ultra,
  and 16 on Windows Ultra for cleaner silhouettes and vertical definition
- Preserved the v5.6.0 End pulsar, supernova, water, shadow, foliage, nameplate,
  item, block-damage, portal, gateway, and Iris parser fixes

5.6.0 STARWAKE
- Rebuilt the primary Overworld cloud volume around independent weather
  provinces instead of one repeated altitude slab
- Added randomized cloud-family bases and tops, isolated fragments, tall
  cumulus towers, sparse anvils, broad open-blue gaps, and domain-warped edges
- Added cooler gray-blue undersides, warmer sunlit crowns, per-family tint,
  silver linings, and real sun-direction self-shadow samples on higher presets
- Added an animated End neutron star with a blue-white beacon, rotating twin
  lighthouse beams, a tilted energy torus, magnetic arcs, and lens halo
- Added synchronized End supernova events with a core flash, expanding cyan and
  magenta shock shells, filament breakup, inner echoes, and a lingering remnant
- Added multi-depth camera parallax to the End nebula so it reads as immense
  deep space rather than a flat purple enclosure
- Added working Cloud Form Variety, End Neutron Star, and End Supernova Echoes
  controls, each connected to every quality profile
- Preserved the v5.5.1d water, shadow, nameplate, dropped-item, block-damage,
  portal, gateway, exit-portal, and Iris parser fixes

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 is an intergalactic fantasy scene with external galaxies, cosmic-web
  filaments, layered ultraviolet nebulae, auroras, a broken reality scar, a
  giant pulsar, synchronized sky pulses, and protected portal/dragon 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
- 276 default shader stages across macOS and Windows: zero failures
- 276 maximum-cosmic-sky Distant Horizons stages across both platforms: zero failures
- 1,380 stages across both platforms and all five complete profiles: zero failures
- 35,328 stages across 256 independent risk-setting states: zero failures
- Zero obsolete colortex5 clear-color directives or single-argument vec4
  clear directives 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.
