NOTICE: IterationVX-Style Water Waves - Port from IterationVX 2.1
==================================================================

This file documents the port of IterationVX-style procedural water waves
from IterationVX 2.1 into Unbound Visual + PT.

SOURCE PACK:
  IterationVX 2.1 by Tahnass
  Base: IterationT 3.2.0 (an edit of Chocapic13's shaders)
  Source file referenced:
    Lib/IndividualFounctions/WaterWaves.glsl

PORTED BY:
  EminGT (Unbound Visual + PT author)
  Adapted to Unbound Visual + PT v9.0's water.glsl plug interface

WHAT WAS PORTED:
  A 6-octave domain-warped FBM (Fractal Brownian Motion) procedural water
  wave normal technique. Each octave offsets the sample position of the next,
  creating broad, organic rolling-ocean swell. This is a different "look"
  than Gerstner's sharper, more directional wave crests - useful as an
  alternate water style.

  The technique reads from Minecraft's noisetex and returns a tangent-space
  pseudo normal-map sample (x, y, z) plus raw slope, compatible with
  Unbound's existing water normal pipeline.

ATTRIBUTION:
  - Tahnass: Original IterationVX water wave implementation
  - Chocapic13: Base shader framework (IterationT/IterationVX lineage)
  - This is an independent reimplementation adapted to Unbound's pipeline,
    not a verbatim copy of the original source code.

LICENSE:
  Chocapic13's shaders and derivative works (including IterationVX) are
  generally distributed under their respective author's terms. This port
  is included with attribution. If the original authors wish for removal
  or additional licensing terms, please contact the Unbound maintainers.

ATTRIBUTION IN CODE:
  File: lib/materials/materialMethods/ivxWaterWaves.glsl
  Line 3-6: "// Ported from IterationVX 2.1 - Lib/IndividualFounctions/WaterWaves.glsl"
            "// Base: IterationT 3.2.0 by Tahnass, an edit of Chocapic13's shaders."
            "// See NOTICE_IVX_WATER_PORT.txt for attribution details."
