BLUEI'S BETTER VISUALS v6.15.0 - VELVET AIR
RESEARCH AND IMPLEMENTATION INFLUENCE MAP

ORIGINALITY
No shader source, texture, asset, or configuration was copied from another
pack. These references informed architecture, performance tradeoffs, and visual
evaluation. The implementation in this archive is original.

PROFESSIONAL SHADER-PACK REFERENCES
1. BSL Shaders
   https://capttatsu.com/bslshaders/
   Reference point: bright colorful atmosphere, warm sunlight, cool shade,
   soft fog, readable clouds, restrained bloom, and gameplay-friendly mood.
   BSL is all-rights-reserved; no BSL source, configuration, texture, or asset
   is included or reproduced.

2. Complementary Reimagined
   https://github.com/ComplementaryDevelopment/ComplementaryReimagined
   Reference point: a Minecraft-first default, practical quality tiers, and
   water that separates stable scenery from local surface detail.

3. Bliss
   https://github.com/X0nk/Bliss-Shader
   Reference point: world atmosphere, readable lighting, and dimension identity.

4. Photon
   https://github.com/sixthsurge/photon
   Reference point: cooperating sky, water, weather, and post systems.

5. Solas
   https://github.com/Septonious/Solas-Shader
   Reference point: large-scale water motion and distinct dimensional mood.

RENDERING REFERENCES
1. NVIDIA GPU Gems, Effective Water Simulation from Physical Models
   https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects/chapter-1-effective-water-simulation-physical-models
   Applied as a small directional spectrum with analytic slopes and
   scale-separated waves.

2. NVIDIA GPU Gems, Rendering Water Caustics
   https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects/chapter-2-rendering-water-caustics
   Applied as restrained, warped irradiance without a thresholded cell pattern.

3. NVIDIA GPU Gems 2, Using Vertex Texture Displacement for Realistic Water
   https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-18-using-vertex-texture-displacement
   Applied as the separation between broad geometric motion and fine normal
   detail, implemented analytically without vertex texture fetches.

4. NVIDIA GPU Gems 2, Generic Refraction Simulation
   https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-19-generic-refraction-simulation
   Applied as guarded screen-space refraction with depth validation.

5. Jerry Tessendorf, Simulating Ocean Water
   https://people.computing.clemson.edu/~jtessen/reports/papers_files/course_slides2002.pdf
   Applied conceptually as directional spectral energy and scale separation.
   A full FFT ocean is intentionally not used because its cost and storage are
   unsuitable for the performance target.

6. Apple OpenGL ES Programming Guide, Shader Best Practices
   https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
   Applied through compile-time branches, bounded loops, early exits, reused
   calculations, and reduced texture reads.

7. Apple OpenGL ES Programming Guide, Performance
   https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html
   Applied by reducing full-screen work and fragment-stage sampling.

PELAGIC DECISIONS
1. Water is physically inspired, not a literal fluid or FFT simulation.
2. Terrain reflection coordinates never use animated wave normals.
3. Optical depth gives water a visible body instead of simple alpha blending.
4. Entity skin atlases do not receive generated block-style PBR.
5. The default preserves Minecraft celestial textures and remains a completed
   Vanilla presentation.
6. Bounded second-order crest shaping reuses each wave's existing sine and
   cosine result; it does not add an FFT or simulation texture.
7. Clouds use continuous volumetric coordinates and unchanged ray-march counts;
   they are an artistic atmospheric model, not a weather-fluid simulation.
8. Screen-visible sky and validated terrain provide reflection detail; stable
   analytic atmosphere remains the fallback outside screen space.

VELVET AIR DECISIONS
1. Similarity is pursued through original palettes, curves, and light
   relationships rather than copied third-party implementation.
2. One atmosphere grade coordinates sky, terrain, entities, materials,
   Distant Horizons, and reflected environment.
3. Atmospheric similarity must not increase cloud or water sample counts.
