Unbound Visual + PT - Third-Party Technique Credits & Licenses
================================================================

This file documents all third-party techniques, code ports, and
inspirations used in Unbound Visual + PT. Each section includes the
source, license, and nature of adaptation (direct port, reimplementation,
or visual inspiration only).


1. BASE SHADER PACK
-------------------

Complementary Shaders by EminGT
  License: Complementary's proprietary restrictive license
  Website: www.complementary.dev
  Unbound Visual + PT is a modification of Complementary Shaders.
  All original Unbound code is subject to Complementary's base license.


2. CODE PORTS (directly adapted from source)
--------------------------------------------

2a. Noble Shaders - 3D LUT Color Grading
    Author: BelmuTM (Belmu)
    License: GNU General Public License v3.0 (GPLv3)
    Source: https://github.com/BelmuTM/Noble
    File: lib/colors/lutColorGrading.glsl
    Note: Because this file is derived from GPLv3-licensed code, any
    build of this pack that includes it must also be distributed under
    GPLv3 if you share it with others.

2b. Noble Shaders - Gerstner Wave Water Animation
    Author: BelmuTM (Belmu)
    License: GNU General Public License v3.0 (GPLv3)
    Source: https://github.com/BelmuTM/Noble
    File: lib/materials/materialMethods/gerstnerWaves.glsl

2c. Noble Shaders - Torch/Blocklight Radius+Falloff Shape
    Author: BelmuTM (Belmu)
    License: GNU General Public License v3.0 (GPLv3)
    Source: https://github.com/BelmuTM/Noble
    Files: lib/common.glsl, lib/lighting/mainLighting.glsl

2d. Noble Shaders - Math Helpers (fast sqrt, etc.)
    Author: BelmuTM (Belmu)
    License: GNU General Public License v3.0 (GPLv3)
    Source: https://github.com/BelmuTM/Noble (include/utility/math.glsl)
    File: lib/util/commonFunctions.glsl

2e. Photon Shaders - Selective (Hue-Isolated) Color Grading
    Author: Benjamin Stott ("SixthSurge")
    License: Creative Commons BY-NC-SA 4.0
    Source: Photon Shaders v1.3b
    File: lib/colors/selectiveColorGrade.glsl
    Notice: See NOTICE_PHOTON_GRADE_PORT.txt for full attribution.

2f. MakeUp Ultra Fast - Water Wave Normals
    Author: javiergcim
    License: GNU Lesser General Public License v3.0 (LGPLv3)
    Source: https://github.com/javiergcim/MakeUpUltraFast
    File: lib/materials/materialMethods/makeupWaterWaves.glsl

2g. IterationVX 2.1 - Procedural Water Waves
    Author: Tahnass (based on Chocapic13's shaders)
    Source: IterationVX 2.1 - Lib/IndividualFounctions/WaterWaves.glsl
    File: lib/materials/materialMethods/ivxWaterWaves.glsl
    Notice: See NOTICE_IVX_WATER_PORT.txt for attribution details.

2h. Derivative Shaderpack - Inverse-Square GI Ray Falloff
    Authors: _DureXXX, M1zore, Skeeder461, Frs0n, _Sone4ka (DC Team)
    License: DERCODE License Agreement 2.5
    Source: "Derivative" shaderpack, VXGI_TraceRay()
    File: lib/voxelization/giFloodfill.glsl
    Note: Per DERCODE 2.5 section 2.5, credit must also appear on
    Unbound's public project/download page.

2i. ForkReimagined - Solar GI Colored Lighting
    Source: ForkReimagined "SolarGI v1.8"
    Files: lib/common.glsl, program/shadowcomp.glsl

2j. SalicylicShaders v1 - AgX Film Tonemap
    Author: Salicylic Development
    License: MIT License
    Source: SalicylicShaders_v1 (https://github.com/user/SalicylicShaders_v1)
    File: program/composite5.glsl (AgXTonemap function)
    Note: Full AgX view transform with ASC-CDL look transform (power=1.15,
    saturation=1.25). Uses Rec.2020 color space, AgX log encoding (14 EV),
    polynomial sigmoid, and punchy film look. Replaces the minimal AgX fit.

2k. Chocapic13 - Previous Frame Reprojection
    Source: Chocapic13 shaders
    Files: lib/misc/reprojection.glsl, lib/antialiasing/taa.glsl,
           lib/lighting/mainLighting.glsl

2l. Chocapic13 - Jitter Offset Pattern
    Source: Chocapic13 shaders
    File: lib/antialiasing/jitter.glsl

2m. Anisotropic Filtering Code
    License: Mozilla Public License Version 2.0 (MPL-2.0)
    File: lib/materials/materialMethods/anisotropicFiltering.glsl
    Full license text: https://www.mozilla.org/MPL/2.0/


3. VISUAL INSPIRATION ONLY (no code copied)
-------------------------------------------

3a. Alpha Piscium - Cloud Technique
    Author: Luna5ama
    License: GPLv3
    What was inspired: Cloud detail/erosion noise and the "silver lining"
    backlit-edge effect in unboundClouds.glsl.
    IMPORTANT: This is an independent, from-scratch reimplementation of
    the general public technique concepts (high-frequency erosion noise
    carving cloud edges; brightened thin edges facing the sun), NOT a
    port or copy of any code from Alpha Piscium. No code was copied,
    referenced line-by-line, or transcribed - only the general visual idea.

3b. Nubis (Guerrilla Games) - Volumetric Cloud Technique
    Reference: https://www.guerrilla-games.com/read/nubis-evolved
    What was inspired: The general approach to volumetric cloud rendering
    with erosion-based detail. Publicly documented technique.

3c. SEUS PTGI / SVGF-family Denoisers
    What was inspired: Multi-pass a-trous wavelet denoiser design
    philosophy. The specific implementation in Unbound is original.

3d. Lumen (Unreal Engine 5) - Irradiance Cache Concept
    What was inspired: The general concept of world-space radiance cache
    (WSRC) probes for fast, noise-free GI. Unbound's IC system is an
    independent implementation.


4. ACADEMIC PAPERS & INDUSTRY TECHNIQUES
-----------------------------------------

4a. "Screen Space Indirect Lighting with Visibility Bitmask"
    Authors: O. Therrien, Y. Levesque, G. Gilet
    Publication: The Visual Computer, 2023 (arXiv:2301.11376)
    Used for: SSGI (Screen-Space Global Illumination) and RTAO
    File: program/deferred1.glsl

4b. Amanatides-Woo DDA Algorithm
    Reference: "A Fast Voxel Traversal Algorithm for Ray Tracing"
    (Amanatides & Woo, 1987)
    Used for: 3D voxel ray march in GI tracing and blocklight shadows
    Files: lib/voxelization/giFloodfill.glsl,
           lib/lighting/blockLightPointShadows.glsl

4c. Duff et al.'s Branchless Orthonormal Basis
    Reference: "Building an Orthonormal Basis, Revisited" (Duff et al., 2017)
    Used for: Tangent-space construction for GI hemisphere sampling
    Files: program/deferred1.glsl, lib/voxelization/giFloodfill.glsl

4d. ApolloRT DDA Hit-Normal Technique
    Reference: ApolloRT shaders/lib/raytracing.glsl
    Used for: Improved hit-normal estimation during voxel ray march
    File: lib/voxelization/giFloodfill.glsl


5. TONEMAPPING TECHNIQUES (industry-standard, not pack-specific)
---------------------------------------------------------------

5a. ACES Reference Rendering Transform (Narkowicz 2015 approximation)
5b. Hable/"Uncharted2" Filmic Curve (Hable, GDC 2010)
5c. Uchimura/"GT" Tonemap (Hajime Uchimura, CEDEC 2017)
5d. AgX View Transform (Troy Sobotka)
5e. Lottes 2016 - Advanced HDR Color Pipeline Techniques
    File: program/composite5.glsl


6. LICENSE SUMMARY TABLE
------------------------

| Technique                | Source Pack       | License              | File(s)                          |
|--------------------------|-------------------|----------------------|----------------------------------|
| 3D LUT Grading           | Noble Shaders     | GPLv3                | lutColorGrading.glsl             |
| Gerstner Waves           | Noble Shaders     | GPLv3                | gerstnerWaves.glsl               |
| Torch Light Falloff      | Noble Shaders     | GPLv3                | common.glsl, mainLighting.glsl   |
| Math Helpers             | Noble Shaders     | GPLv3                | commonFunctions.glsl             |
| Selective Color Grade    | Photon Shaders    | CC BY-NC-SA 4.0      | selectiveColorGrade.glsl         |
| Water Wave Normals       | MakeUp Ultra Fast | LGPLv3               | makeupWaterWaves.glsl            |
| IVX Water Waves          | IterationVX 2.1   | (Chocapic13 base)    | ivxWaterWaves.glsl               |
| GI Ray Falloff           | Derivative        | DERCODE License 2.5  | giFloodfill.glsl                 |
| Solar GI                 | ForkReimagined    | (unspecified)        | shadowcomp.glsl                  |
| AgX Film Tonemap         | SalicylicShaders  | MIT License          | composite5.glsl                  |
| Anisotropic Filtering    | (unknown)         | MPL-2.0              | anisotropicFiltering.glsl        |
| Reprojection             | Chocapic13        | (unspecified)        | reprojection.glsl, taa.glsl      |
| Jitter Offset            | Chocapic13        | (unspecified)        | jitter.glsl                      |


7. NOTES
--------

- If any original author wishes for removal or additional licensing terms,
  please contact the Unbound Visual + PT maintainers.
- The Noble Shaders GPLv3 files (LUT grading, Gerstner waves, torch falloff,
  math helpers) create a GPLv3 obligation for any distributed build that
  includes them.
- This credits file must be included in any public distribution of
  Unbound Visual + PT per the DERCODE License 2.5 (section 2.5) and
  general open-source attribution best practices.
