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
