VividHorizon r2 - Credits & Modification Notice
=================================================

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

WHAT CHANGED IN THIS UPDATE (confirmed fix from user testing)
================================================================

The terrain-loading bug on VERYHIGH/ULTRA (and available in Custom, since
it was also a baseline default) is confirmed caused by ANISOTROPIC_FILTER
(labeled "Texture Filtering" in the in-game menu), which had been raised
from Complementary's stock default of 0 up to 8. Anisotropic filtering
has known driver/GPU compatibility issues with Iris on some hardware.

Set back to 0 (off, stock default) everywhere it appeared:
  - Baseline/Custom default (common.glsl)
  - profile.VERYHIGH (was 8)
  - profile.ULTRA (was 8)
  - profile.VIVID_BALANCED (was 4)
profile.VIVID_PERFORMANCE was already 0, untouched.

The earlier DETAIL_QUALITY cap (VERYHIGH/ULTRA held at 2 instead of 3)
is left in place as a precaution, since it was a reasonable secondary
suspect and hasn't been ruled out. If VERYHIGH/ULTRA now load correctly,
DETAIL_QUALITY can likely be restored to 3 on request to regain the
extra effects it enables (HQ night nebula, glass-corner fixes, etc.) -
ask if you'd like that tested next.

None of VividHorizon's tuned identity (color grading, exposure, bloom,
sunrise/sunset colors, reflection character, shadow look) was changed in
this update. Only performance/quality presets were added or fixed:

  - Fixed a latent bug: Complementary's own stock VERYHIGH and ULTRA
    profiles still turned on COLORED_LIGHTING, the same unstable
    voxelization feature that caused the terrain-whiteout issue fixed
    earlier. If a player picked VERYHIGH/ULTRA from the in-game profile
    dropdown, they'd have walked right back into that bug. Both profiles
    now leave it off, matching every other profile in the pack.

  - Added two new selectable profiles for real FPS/quality tradeoff:
      * VIVID_PERFORMANCE - lower shadow/reflection/cloud cost for
        weaker hardware, while keeping some shadows and reflections so
        it doesn't look flat.
      * VIVID_BALANCED - a middle ground between HIGH and VERYHIGH,
        tuned for solid FPS with most visual features intact.
    Select these from the profile dropdown in Iris's shader settings
    screen, same place as the stock POTATO..ULTRA presets.

  - Verified all values used in the new profiles against the pack's own
    valid option lists (Complementary rejects/misbehaves on out-of-range
    values for certain options, e.g. BLOCK_REFLECT_QUALITY only accepts
    0, 1, or 3 - not 2).

  - Fixed a second, more specific terrain-loading bug: Complementary's own
    DETAIL_QUALITY=3 tier (used only by VERYHIGH and ULTRA, never by
    HIGH or lower) bundles in a feature called SKY_EFFECT_REFLECTION,
    which injects a full volumetric-cloud raymarch directly into every
    water/reflective-surface calculation. This is suspected to be the
    cause of terrain/water failing to render specifically on VERYHIGH
    and ULTRA. Both profiles now cap DETAIL_QUALITY at 2 (matching the
    working HIGH tier) while keeping their higher shadow distance/quality,
    anisotropic filtering, and cloud quality number intact - so they're
    still meaningfully higher-end than HIGH, just without this specific
    feature bundle.
    NOTE: this could not be verified by actually rendering the pack (no
    GPU available in this environment) - please confirm VERYHIGH/ULTRA
    load terrain correctly now, and report back if not so this can be
    narrowed further (e.g. isolating CLOUD_QUALITY, ANISOTROPIC_FILTER,
    or shadowDistance as separate suspects).

  - Full audit pass: checked all 213 tunable defines' default values, all
    9 profile lines, shadowDistance, JSON validity, and #if/#endif
    balance against the pack's own real option lists. Found and fixed 9
    values (CLOUD_R, CLOUD_G, LIGHT_MORNING_G, LIGHT_MORNING_I,
    ATM_NOON_R/G/B, LIGHT_NIGHT_B, ATM_NIGHT_I) that had drifted onto
    grid steps that don't actually exist in this pack's sliders (some
    ranges step by 0.05, others by 0.10, not uniformly) - snapped each to
    its nearest real value. These were leftover from earlier tuning
    passes and were latent bugs of the same kind that caused the terrain
    whiteout issue, just not yet triggered.
