RTC RADIANCE 7.5
================

Author: VKHSD
Version: 7.5 - dominant-axis mercury camera ownership

A lightweight Minecraft shader pack built around one rule:
keep the vanilla sky, clouds, weather, and water intact.

What it changes:
- Overworld nuclear-winter fog now follows RTC's live fog color and animated visibility range
- True planar mercury reflections of the player, sky, terrain, entities, clouds, and shadows
- MakeUp-style exponential screen-space ray tracing with binary hit refinement
- Stable pre-liquid HDR scene capture for SSR, eliminating self-reflection feedback
- Transparent black in Vulcan's rotating star cube, removing its dark face seam
- Current-frame reflected camera, Iris camera uniforms, projection, and frustum kept in exact lockstep
- Correct right-handed mirror projection instead of treating the reflected camera as a screen-space mask
- Camera-relative normal distortion carries the authored mercury waves into the true planar image
- Iris per-frame camera caches and GL depth state are restored before the visible world render
- The reflection capture bypasses nested final grading so reflected light is graded exactly once
- Nested planar cameras bypass mercury SSR, removing the second cloud/cube viewport that rotated inside side mirrors
- Top-camera ownership requires a substantial, dominant Y face normal, preventing tower walls from receiving the pool camera's player, horizon, fog, and cloud image
- Valid side-camera player reflections remain enabled
- Three concurrent top, X-side, and Z-side planar cameras use SSR only as a matching-capture fallback
- Top cameras are selected only by rays that actually enter through a fluid surface, never by tower-wall hits
- Near-surface swimming retains the real local pool plane through camera bob
- Derivative-reconstructed liquid geometry distinguishes true top, side, and underside faces
- Horizontal mercury tops and slopes retain their dedicated stable planar camera
- X-facing and Z-facing mercury sides retain independent axis-locked mirror images, preventing one repeated cloud field from being stretched across perpendicular faces
- Physical face normals select one camera categorically, while detailed normals distort only that selected image
- Side detection rejects internal boundaries between adjacent mercury blocks
- Captured X/Z plane coordinates prevent a camera viewport from being pasted onto a different parallel face
- Temporally shifted detector rays retain small mercury faces beyond the fixed-grid blind spots
- Per-axis coverage voting and hysteresis smooth camera-plane changes without evicting another visible top or side capture
- Flowing side faces receive vertically biased camera distortion, finer ripples, and restrained oxide film instead of a smooth portal surface
- Laser radiance glow is submitted and flushed only for the visible camera, never once per nested mirror pass
- Mercury faces use SSR only when their matching top or side camera capture is unavailable
- Stable top-surface reflectivity prevents brightness changes when the camera capture fades out
- Full-frame near-screen mercury detection prevents phased samples from fighting over pool height
- One stable dominant mercury plane drives the reflected camera while all visible top faces reuse that capture for a continuous illusion
- Reflection metadata validates the whole camera capture without allowing competing pool heights to flicker individual top faces
- A tighter optical clip and narrower viewport fallback preserve reflections close to the pool and at grazing angles
- Alpha-valid planar fallback prevents recursion while the reflected world is being rendered
- Stronger physical ripple distortion and restrained drifting oxide defects
- Sky-only repair for Vulcan's remaining solid-sky cube join
- Dominant-height mercury plane selection instead of first-hit flowing edges
- Smooth viewport-edge fallback instead of stretching the reflected camera border
- Wider step-aware smoothing for the Vulcan sky join reflected by mercury
- Solid-block shadows grow through regular world-space square cells instead of one whole block at a time
- Detailed moving shadows retained for the player, entities, leaves, and cutout foliage
- Dedicated cheap opaque shadow program for solid block terrain
- Exact RTC seed-phased planetary timing through the optional Iris celestial bridge
- Layered water waves and reflective liquid surfaces
- Longer-range screen-space liquid hits with smooth quartic viewport fallback
- Reflected sky and atmosphere remain visible when an SSR ray leaves the screen
- Metallic mercury, viscous oil, cryogenic ammonia, conductive brine, and dense acid
- Screen-space terrain reflections and depth-based liquid opacity
- Slow mercury oxide islands and rainbow interference across crude-oil slicks
- Warm daylight and subtle cool moonlight
- Slight warm bounce around block light
- Dynamic illumination from luminous items held in either hand
- Near-black zero-skylight caves while preserving block and held-item lighting
- Vanilla-like night vision lifts dark blocks near fullbright while retaining subtle face and crevice depth
- Single-sample nearest shadow lookup for stylized edges and lower GPU cost
- Wind motion for leaves, plants, vines, and their matching shadow geometry
- Adaptive vibrance and filmic contrast tuned around RTC's colored lighting
- Camera-angle optical lens ghosts and aperture rings without replacing RTC's sun texture effects
- Correct passthrough shading for translucent custom models, glass, and portals
- Forward-lit ice, jellium, glass, and other translucent terrain instead of fullbright raw albedo
- Correct still/flowing material normalization for every RTC fluid
- Collision-resistant reserved IDs assigned only to the twelve known fluid states
- Automatic ordinary translucent shading for unknown blocks from RTC and every other mod
- Opaque custom-model texels remain fully opaque; only authored glass alpha blends
- Binary-alpha model mipmaps snap opaque above the known glass-alpha range
- Standard alpha blending for translucent color with unblended light, normal, and material targets
- Restrained Overworld-only fog remains a late vanilla-colored haze instead of a close terrain curtain
- RTC planets retain their authored atmospheres without an added horizontal fog shelf
- RTC planet and Overworld sky pixels remain untouched by horizon reconstruction
- Authored additive blending restored for sun, moon, laser, and effect textures
- Removed the angle-dependent world0 sky sampling strip and its duplicated celestial details
- Overworld clouds and clear sky bypass final grading and bloom
- Distant terrain retains vanilla fog color without pulling the haze into the playable view
- Overworld skybasic blends Minecraft's own fog and sky colors by world elevation
- The horizon correction never samples neighboring pixels or duplicates world geometry
- Particles render after deferred surfaces and retain Minecraft's native alpha/additive RenderType
- Exact authored particle texture and lifetime alpha without shader-side clipping or reconstruction
- MakeUp-style native block/sky-coordinate particle lighting with nonlinear candle response
- Dedicated Iris particle programs preserve native color blending and accumulate an independent foreground-coverage target
- HDR scene and bloom buffers preserve additive energy above 1.0 instead of clipping it
- Surface lighting now runs before translucent particles, fluids, rain, and other forward passes
- World and immersion fog are committed to the opaque scene before particles and liquid surfaces are composited
- Foreground particle coverage is restored after liquids, reflections, and light shafts while ordinary depth still occludes particles
- Transparent atlas borders cannot stamp coverage halos, and bright particles can bloom cleanly against the sky
- Mipmapped bloom from genuinely bright sparks, fire, and RTC energy particles
- Overworld rain uses soft translucent blue-grey streaks below the bloom threshold instead of luminous white sheets
- Snow and Azura weather retain their independently authored appearance
- Cool highlights on Azura's custom cyan rain without changing RTC geometry
- Every visible Azura terrain and block-model face receives a forced 14-22% clearcoat independent of rain, skylight, or SSR hits
- Broad and tight wet glints remain readable across Azura structures without any rain check
- Rain-darkened upward surfaces, organically scattered reflective puddle islands, and restrained jittered impact rings
- Wet surfaces dry gradually after ordinary vanilla weather ends
- Liquid transmission and reflections now receive the same distance fog as opaque terrain
- The Overworld sky remains untouched and terrain receives no added close-range fog curtain
- Vanilla cloud geometry and textures are preserved through a dedicated neutral cloud pass
- Rain clouds use one coherent darker tint instead of mottled grey noise
- Ordinary held items use an explicitly opaque pass instead of inheriting cloud alpha blending
- Restrained local bright-pass bloom plus a wide mipmapped photographic halo
- Occlusion-aware, planet-colored solar lens flares
- Long-range, lower-chroma Azura water fog with a 36-block clear volume and pitch-black abyss depth transition
- Azura ammonia and brine retain restrained chemical color beyond 32/28-block clear volumes
- Jellium and other late translucent blocks receive matching forward underwater fog instead of shining through it
- Wet-surface SSR fades to cheap environment reflection by 64 blocks; fluid SSR and wave normals LOD smoothly by 112 blocks
- Distinct colored immersion fog for ammonia, ammonia brine, and concentrated sulfuric acid
- Native RTC liquid fog remains unchanged without Radiance; with Radiance its state is deferred safely through Iris
- Stabilized eye-fluid identity removes surface-boundary flashing, and nested mirror passes no longer toggle immersion state
- Radiance skips only RTC's unsafe post-sky framebuffer clear, preventing full-frame underwater strobing
- Restored close black distance fog for the Blindness status effect
- Volumetric light shafts that react to the shadow map
- Floating-point material classes keep terrain, foliage, players, and block models correctly separated
- Preset-independent world-grid shadow cells with exact player, entity, and foliage silhouettes

Third-party work:
- Reflection, particle-lighting, and mipmapped-bloom techniques are adapted
  from MakeUp Ultra Fast by Javier Garduño under GNU LGPL v3. See
  THIRD_PARTY_NOTICES.txt and the included license copies.

What it intentionally does not replace:
- Sky or sky colors
- Sun and moon textures
- Stars
- Clouds
- Weather
- Water

Install:
1. Zip this folder so that "shaders" is at the root of the zip.
2. Put the zip in your Minecraft shaderpacks folder.
3. Select "RTC RADIANCE 7.2" in Iris.

Start with the BALANCED profile. PERFORMANCE reduces shadow resolution and ray samples.
