Bluei's Better Visuals v6.15.0 - Velvet Air

1. Rebuilt the default Overworld palette around warm cinematic sunlight, cool
   soft shade, pastel-blue sky, peach twilight, and deep blue nights.
2. Reworked distance fog into a smooth near field plus exponential aerial
   perspective so distant terrain merges naturally with the horizon.
3. Retuned volumetric cloud lighting with cream-white daylight, softer blue
   undersides, warm sunset scattering, and restrained silver lining.
4. Added one shared analytic atmosphere grade across terrain, entities, sky,
   materials, Distant Horizons, and water reflections.
5. Widened the existing bloom kernel and softened its highlight knee without
   adding another texture sample.
6. Softened the darkest shadow response while retaining contact and cloud
   shadows.
7. Retuned generated PBR and Distant Horizons environment colors to the same
   warm-light and blue-sky palette.
8. Disabled auroras, meteors, and the Milky Way in the untouched Vanilla
   presentation and Vanilla profiles; each remains available as an option.
9. Preserved Minecraft's real sun, moon, moon phases, Pelagic water solver,
   geometry-reflection trace budgets, and cloud ray-march counts.
10. All atmospheric code in this release is original. No third-party shader
    source, texture, configuration, or asset is included.
11. Renamed a reserved GLSL local identifier in final.fsh to fix the Windows
    Iris syntax error reported as `patch` near the expanded line 1390.

Bluei's Better Visuals v6.14.1 - Pelagic Optics

1. Removed the bright box and cell pattern underwater by replacing thresholded
   caustic convergence with low-contrast warped irradiance.
2. Limited caustic illumination to upward-facing underwater surfaces and
   reduced it below the level that can paint glowing nets across cave walls.
3. Increased surface and underwater extinction so nearby water stays partly
   transparent while distant water becomes cloudy, murky, and depth colored.
4. Raised Fresnel and validated terrain-reflection visibility at normal viewing
   angles, where the former blend was only a few percent.
5. Added guarded screen-visible sky capture for water reflections, with stable
   analytic atmosphere retained as the fallback.
6. Kept the existing geometry-reflection ray-step counts and removed two
   structured underwater light-band evaluations.

Bluei's Better Visuals v6.14.0 - Pelagic

1. Replaced the water implementation with a compact world-space directional
   spectrum shared by displacement, analytic gradients, ripples, foam,
   refraction, caustics, and highlights.
2. Added world-locked broad and fine water variation so oceans no longer read
   as one repeated flat sheet.
3. Increased water absorption and scattering so clear water retains visible
   depth without looking like transparent glass.
4. Rebuilt terrain reflection around a deterministic undisplaced horizontal
   plane with strict reconstructed-world validation.
5. Isolated real-scene reflection Fresnel, roughness, and blend strength from
   animated wave slope, preventing scenery from bouncing with surface motion.
6. Removed reflection history attachments and the former extra resolve pass.
7. Replaced the underwater interpolated 3D volume with analytic world-space
   shafts, compact caustics, Beer-Lambert depth, and fewer sediment steps.
8. Restored Minecraft's actual sun and moon atlas for Vanilla style, including
   moon phases and resource-pack compatibility.
9. Warmed and brightened open Overworld daytime while preserving the separate
   darker night exposure and local block-light recovery.
10. Preserved ordinary lit brightness on ores, raw ore blocks, and metal or gem
    storage blocks before adding PBR highlights.
11. Removed generated block-style PBR from entity skin atlases to fix warped or
    creepy creeper, slime, and magma-cube textures.
12. Added a restrained geometry-normal gloss path for mobs, with a slightly
    wetter response for the slime family.
13. Reduced cloud march counts at every tier and reduced default terrain
    cloud-shadow noise to one world-space sample.
14. Reduced Low terrain shadow kernels and quality-scaled entity and particle
    shadow taps.
15. Removed the retired third visual style, its profiles, options, item routing,
    shader branches, labels, and documentation.
16. Kept Vanilla as the untouched-install default and Fantasy as the optional
    alternate style.
17. Updated all release documentation and validation expectations for Pelagic.
18. Reduced maximum surface transmission so water remains transparent without
    making lakebeds and deep oceans look exposed through clear glass.
19. Increased underwater optical density, removed grid-aligned sediment, and
    replaced crossing shaft multiplication with smooth warped light bands.
20. Retuned foam as lit diffuse material below the bloom knee, removing the
    glowing-white appearance while keeping shoreline breakup visible.
21. Added bounded second-order harmonic shaping to the directional spectrum,
    giving broad waves smoother troughs and more readable crests without an
    FFT, texture fetch, or extra trigonometric evaluation per wave.
22. Derived surface and underwater caustic focus from the same directional
    phases as the water, then retuned shallow scattering toward a natural
    turquoise depth transition.
23. Replaced quantized cloud density cells with continuous volumetric sampling,
    removing the blocky grid from Medium and higher cloud quality levels.
24. Added softer cloud edges, thinner high wisps, neutral daylight scattering,
    and smooth family tint while preserving the existing march counts.
25. Added a restrained depth-based distance haze that separates far terrain
    from the sky, stays off nearby geometry, and strengthens gently in rain.
