IterationVX Water Wave Port - Attribution Notice
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The optional IVX_WATER_WAVES water-normal technique in this pack
(shaders/lib/materials/materialMethods/ivxWaterWaves.glsl) is ported and
adapted from:

    IterationVX 2.1
    Base: IterationT 3.2.0, an edit of Chocapic13's shaders, by Tahnass
    Source file ported: Lib/IndividualFounctions/WaterWaves.glsl

The ported functions (renamed with an `Ivx` prefix: IvxTextureSmooth,
IvxAlmostIdentity, IvxGetWaves, ivxWaterNormalTangentSpace) implement the
same multi-octave, domain-warped, noise-texture-driven wave height field
as the original, re-derived to match Unbound's own water-shading pipeline
(world-space input convention, tangent-space normal output shape shared
with Unbound's existing Gerstner/MakeUp water-normal techniques).

This technique is disabled by default (Unbound's existing Gerstner wave
technique remains the default). Enable it by commenting out
GERSTNER_WAVES (and MAKEUP_WATER_WAVES, if enabled) and uncommenting
IVX_WATER_WAVES in shaders/lib/common.glsl.

No license file was bundled with the supplied IterationVX 2.1 copy; it
identifies itself as an edit of Chocapic13-derived work (IterationT), a
base widely shared in the Minecraft shader community for further editing
with attribution. If you plan to redistribute this pack publicly, please
confirm licensing/attribution requirements with the original authors
(Tahnass / the IterationVX/IterationT authors / Chocapic13) before doing
so - this notice covers attribution for personal/private use of the port.
