VividHorizon r2 - Credits & Modification Notice
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Base shaderpack: Complementary Reimagined r5.8.1
Original author: Complementary Development
Official site: https://www.complementary.dev
Modrinth page: https://modrinth.com/shader/complementary-reimagined

This pack, VividHorizon r2, is a Modified Pack built from Complementary
Reimagined r5.8.1, redistributed under section 1.3 of the Complementary
License Agreement 1.6 (see License.txt, included unmodified).

WHAT WAS CHANGED (variable/value changes only - no code logic was added,
removed, or restructured; all values remain within the ranges already
exposed by Complementary's own in-game settings menu):

  Reflections & shadows
    - Reflection resolution: kept at Complementary's default (0.5), not
      doubled. A first attempt at 1.0 (sharp, unblurred reflections),
      combined with a raised exposure/contrast, made open water at
      shallow viewing angles (e.g. flying high over ocean) mirror the sky
      almost perfectly, blowing the water out to solid white and erasing
      wave/terrain detail underneath it. This was mistaken at first for a
      terrain-rendering bug; it wasn't - it was a reflection/exposure
      brightness stack. Keeping REFLECTION_RES, TM_EXPOSURE, and
      TM_CONTRAST closer to stock (with a slightly raised TM_WHITE_PATH
      for extra highlight headroom) fixes this while keeping reflections
      visibly stronger than stock via BLOCK_REFLECT_QUALITY /
      WATER_REFLECT_QUALITY / WATER_REFRACTION_INTENSITY.
    - Anisotropic filtering: 0 -> 8
    - Shadow quality: 2 -> 3, shadow distance: 192 -> 256 blocks
    - Water refraction intensity increased (2.0 -> 2.2, moderate)
    - Colored bounce lighting / world-space reflections: LEFT OFF (default).
      These two are tied together in Complementary's code and rely on
      Iris's custom-image voxelization system, which is unstable on many
      GPU/Iris combinations.

  Color & tone
    - Saturation and vibrance increased (1.00 -> 1.35)
    - Contrast and exposure raised slightly
    - Bloom strength increased for a softer glow
    - Lens flare enabled
    - Normal map strength increased for more defined surface lighting
    - TAA smoothing raised to its maximum (smoother image, less shimmer)

  Sunrise / sunset / time-of-day color grading
    - Enabled Complementary's LIGHT_COLOR_MULTS / ATM_COLOR_MULTS system
    - Morning (sunrise/sunset) sky and light pushed warm orange/gold
    - Sunset light-shaft saturation raised to its maximum
    - Noon sky given a richer, slightly more saturated blue
    - Night sky/light tuned cooler and more blue for a colorful, moody look
    - Cloud color brightened slightly

These changes are visible during normal daytime overworld gameplay as
well as at sunrise/sunset, satisfying the "noticeably different in
multiple common gameplay scenarios" requirement of the license.

No other license or terms apply to this pack beyond the Complementary
License Agreement 1.6 included in this archive.

All original shader code, structure, and design remain the copyrighted
work of Complementary Development. Please support the original project:
https://modrinth.com/shader/complementary-reimagined
