VividHorizon r2
================

Created by: Tav6442
Development assistance: Claude (Anthropic's AI assistant)

VividHorizon is a modified version of Complementary Reimagined, retuned
for stronger reflections, richer color grading, warmer sunrises/sunsets,
and new features (meteors, a Milky Way band) not present in the base
pack. See CHANGELOG below for the full list of changes.

------------------------------------------------------------------------
Required attribution (per the Complementary License Agreement 1.6,
section 1.3 - this pack is a licensed Modified Pack and this notice is a
condition of that license, see License.txt):

  Built on: Complementary Reimagined r5.8.1
  Original project: https://modrinth.com/shader/complementary-reimagined
------------------------------------------------------------------------

CHANGELOG
=========

v2.7 - Planet rings, 6x bigger planets
  - Added Saturn-style rings to all 3 End planets (not the 2 moons -
    moons don't get rings). Rings render in the same local tangent-plane
    coordinate system as the planet disc, flattened into an ellipse to
    simulate a tilted ring, with a subtle banding texture.
  - Planets scaled to 6x their previous angular size (0.028/0.016/0.012
    rad -> 0.168/0.096/0.072 rad).
  - Before scaling up, checked angular separation between every pair of
    fixed End sky objects (3 black holes, 3 planets, 2 moons) - the
    closest non-moon pairing is ~40 degrees apart, and even with rings
    extending to ~2.3x the disc radius, the largest ringed planet's
    footprint is well under half that separation. No overlap.
  - Confirmed END_BLACK_HOLE, END_EXTRA_BLACK_HOLES, END_PLANETS,
    END_MOONS, and END_BIG_SHOOTING_STARS are not referenced by any
    profile.X line, so they were already unaffected by profile choice
    (POTATO through ULTRA, and both VIVID_ profiles) - "default for all
    profiles" was already true before this request, no change needed.

v2.6 - Milky Way/meteor visibility fix, End dimension expansion, menu rename, credits
  - Milky Way was mathematically far too dim even under ideal conditions
    (peak brightness ~2.2 vs stars' 40.0, ~18x dimmer) mainly because its
    shape value was being squared, crushing an already-fractional number.
    Removed the squaring, reduced an overly aggressive night-factor
    exponent, and boosted the brightness multiplier - now comparable in
    strength to stars.
  - Meteors were mathematically fine in peak brightness but only had
    about a 9% chance of being visible at any given moment (30% spawn
    chance per ~18s cycle, visible for ~5.4s when they did spawn) -
    enough to make "not showing at all" a very plausible short-session
    experience even though nothing was strictly broken. Increased spawn
    chance to 55%, shortened the cycle, widened the trail, and increased
    brightness for much more reliable sightings.
  - Added new End dimension visuals, all built using the same robust 3D
    angular-distance technique the original black hole already used
    (learned from the meteor/bird bug that a 2D screen-projected
    coordinate range is fragile if miscalibrated - 3D unit-sphere
    direction vectors avoid that problem entirely):
      * Two additional smaller black holes (END_EXTRA_BLACK_HOLES)
      * Three small colored planets (END_PLANETS)
      * Two moons close together, one big and one small (END_MOONS)
      * Big shooting stars, a bigger/brighter dramatic version distinct
        from the Overworld meteors (END_BIG_SHOOTING_STARS,
        END_BIG_SHOOTING_STAR_INTENSITY)
    All toggleable in screen.END_SETTINGS.
  - Renamed the 7 top-level in-game menu categories to VividHorizon-
    specific internal names (VH_PERFORMANCE, VH_MATERIALS, VH_CAMERA,
    VH_ATMOSPHERE, VH_LIGHTING, VH_EXTRAS, VH_INFO) instead of stock
    Complementary's generic names. Only did this for the 7 top-level
    categories, not the ~40 deeply nested sub-screens - those are
    cross-referenced by bracket syntax in multiple places, and a single
    mismatched rename among that many would silently break a submenu
    with no way for me to catch it without compiling. The 7 top-level
    ones are only ever referenced from one single master line, verified
    every reference updated correctly before and after.
  - Rewrote the in-game Information screen: it now states VividHorizon
    is a modified/retuned version of Complementary Reimagined with a
    link to www.complementary.dev (required by the license), credits
    Tav6442 and Claude for VividHorizon itself, and keeps original
    Complementary developer credits in their own section rather than
    presenting Complementary's own Discord/Patreon as VividHorizon's.
  - Not yet confirmed by an actual render (no GPU available in this
    environment) - please confirm Milky Way, meteors, and the new End
    visuals all show up correctly, and that the renamed menu tabs look
    right in-game.

v2.5 - Fixed flying birds not appearing
  - Root cause: birds (and meteors, sharing the same bug) were positioned
    using an assumed sky coordinate range of about -5 to 5. The sky
    projection this pack actually uses only ever produces coordinates
    from about 0 to 2 across the entire visible sky (checked directly:
    0 at the zenith, ~1.9 near the horizon). Most birds were being placed
    in coordinate space no viewing angle can ever reach - not a rendering
    glitch, just positioned somewhere no pixel ever samples.
  - Rescaled both birds' and meteors' position/travel ranges to fit
    within the sky's real visible range. Also cleaned up a smoothstep
    call in the bird fade-out with reversed edge order (edge0 > edge1),
    which is undefined behavior per the GLSL spec even though it likely
    happened to work on most GPUs by coincidence.
  - Meteors were not reported as broken, but share the exact same
    positioning bug, so likely had the same (or a partial) visibility
    problem - fixed proactively rather than waiting for a second report.

v2.4 - End black hole + flying birds
  - End black hole (screen.END_SETTINGS -> END_BLACK_HOLE toggle,
    END_BLACK_HOLE_INTENSITY slider): a fixed point in the End sky now
    shows a dark event horizon core with a warm-to-cool swirling
    accretion disk ring and soft outer glow. Original code, inspired by
    the general "black hole sky" concept from reference images provided
    during development - not copied from any specific pack's code.
  - Flying birds (screen.ATMOSPHERE_SETTINGS -> FLYING_BIRDS toggle,
    FLYING_BIRDS_AMOUNT slider): small flapping-wing silhouettes, a mix
    of black and white, drift across the daytime Overworld sky. Built as
    original procedural geometry (shaderpacks can't spawn real game
    entities), extending the pack's existing star-projection math.
  - Note on other files shared for this update: iterationT_3_2_0.zip had
    no license anywhere in it, so it was left out entirely - no license
    means no permission to use it. superDuperVanilla and
    rethinking-voxels do have usable licenses, but their code was not
    actually transplanted in - merging core rendering systems from three
    independently-built shaderpacks with no way to compile-test the
    result was judged too likely to break outright. They're not listed
    in credits below since nothing from them ended up in the code;
    crediting unused work would be as inaccurate as skipping used work.
  - Not yet confirmed by an actual render (no GPU available in this
    environment) - please confirm both effects look right in-game.

v2.3 - Meteors + Milky Way
  - Added occasional meteors (shooting stars) at night: METEOR_SHOWERS
    (on/off) and METEOR_FREQUENCY (1-4) in the in-game menu, next to the
    other night-sky settings. Random timing, fades with rain/daylight,
    visible in water reflections too.
  - Added a Milky Way band across the night sky: MILKY_WAY (on/off) in
    the in-game menu. Only appears with little to no nearby light
    (torches, lava, glowstone, etc.) - stand somewhere dark to see it.
  - Both built by extending the pack's existing star-rendering code
    (same coordinate system, same day/night fade logic). Not yet
    confirmed by an actual render (no GPU available in this environment)
    - please report back if timing, frequency, or brightness need
    adjusting.

v2.2 - Confirmed bug fixes (from in-game testing)
  - ANISOTROPIC_FILTER ("Texture Filtering" in-menu) was the confirmed
    cause of terrain not loading on VERYHIGH/ULTRA/Custom. Reset to 0
    (stock default) everywhere it had been raised.
  - DETAIL_QUALITY held at 2 on VERYHIGH/ULTRA (was 3) as a precaution
    against a second suspected cause (a feature called
    SKY_EFFECT_REFLECTION that only activates at DETAIL_QUALITY 3+ and
    injects extra cloud raymarching into water/reflections). Can be
    restored to 3 on request once VERYHIGH/ULTRA are confirmed stable.
  - Fixed stock VERYHIGH/ULTRA profiles re-enabling COLORED_LIGHTING,
    which would have reintroduced an earlier terrain-whiteout bug.
  - Added VIVID_PERFORMANCE and VIVID_BALANCED profiles for real FPS
    choice, alongside the stock POTATO..ULTRA ladder.
  - Full audit pass across all 213 tunable options and all 9 profiles;
    found and corrected 9 values that had drifted onto slider steps that
    don't actually exist in this pack (grid spacing isn't uniform across
    all sliders).

v2.1 - Reflection/exposure fix
  - First reflection tuning attempt (full-res reflections + raised
    exposure/contrast) made open water blow out to solid white at
    shallow viewing angles (e.g. flying high over ocean), which looked
    like missing terrain but wasn't. Reverted reflection resolution,
    exposure, and contrast closer to stock; kept reflections stronger
    than stock via BLOCK_REFLECT_QUALITY / WATER_REFLECT_QUALITY /
    WATER_REFRACTION_INTENSITY instead.

v2.0 - Initial VividHorizon retune
  - Reflections: block/water reflection quality maxed, refraction
    increased, shadow quality/distance increased.
  - Color: saturation/vibrance, bloom, lens flare, normal map strength,
    and TAA smoothing all increased.
  - Sunrise/sunset: enabled Complementary's time-of-day color multiplier
    system, pushed sunrise/sunset warm gold/orange, richer noon blue,
    cooler/bluer night, brighter sunset light shafts.
  - Colored bounce lighting / world-space reflections left off - both
    rely on an Iris custom-image voxelization system that's unstable on
    many GPU/Iris combinations.

All values changed remain within the option ranges Complementary's own
in-game menu already exposes; no code logic was added or removed until
the v2.3 meteor/Milky Way feature work, which extends (not replaces) the
pack's existing star-rendering system.
