This pack includes water animation, water/underwater color tuning, and
torch/blocklight radius logic ported/adapted from Noble Shaders
(https://github.com/BelmuTM/Noble), Copyright (C) 2026 Belmu, licensed under
the GNU General Public License v3.0.

Files affected:
  - shaders/lib/materials/materialMethods/gerstnerWaves.glsl (new file,
    adapted from Noble's include/fragment/water.glsl Gerstner wave functions
    and the supporting math/noise helpers in include/utility/math.glsl and
    include/utility/rng.glsl)
  - shaders/lib/materials/specificMaterials/translucents/water.glsl (added
    the GERSTNER_WAVES branch that calls into gerstnerWaves.glsl in place of
    the texture-scrolled wave normal, and adapted the Step 4 sun-highlight
    code to use it)
  - shaders/lib/lighting/mainLighting.glsl (added the NOBLE_BLOCKLIGHT_FALLOFF
    branch, adapted from Noble's include/material/material.glsl
    getBlocklightFalloff() function, rescaled to Unbound's own blocklight
    intensity range)
  - shaders/lib/util/commonFunctions.glsl (added the linearStep() helper used
    by the falloff above, from Noble's include/utility/math.glsl)
  - shaders/lib/common.glsl (added the GERSTNER_WAVES / WAVE_* / WATER_OCTAVES
    / NOBLE_BLOCKLIGHT_FALLOFF #define options, and retuned the default
    WATERCOLOR_*/UNDERWATERCOLOR_* values to approximate Noble's
    WATER_ABSORPTION_*/WATER_SCATTERING_* look)
  - shaders/shaders.properties and shaders/lang/en_US.lang (added the
    corresponding GUI entries)

Under GPLv3, if you redistribute a build of this pack that includes these
features, you must also make it available under GPLv3 (source available,
same license, changes marked). See LUT_LICENSE.txt for the full license text.
