Acknowledgements

The bloom pyramid (the five tile dual filter downsample and upsample with the Karis firefly average) and the AgX tonemap operator with its three looks are ports from Glimmer by jbritain, used under the MIT license. The full license text is kept in THIRD-PARTY-LICENSES.txt. AgX itself is by Troy Sobotka.
https://github.com/jbritain/glimmer

The SMAA antialiasing (lib/post/kit_smaa.glsl and the composite12 to 14 passes) is a port from Mellow by TheCMK, used under the Apache 2.0 license. The full license text is kept in THIRD-PARTY-LICENSES.txt. The SMAA area and search lookup textures (textures/smaaArea.png, textures/smaaSearch.png) come from the SMAA reference implementation by Jorge Jimenez, Jose I. Echevarria, Tiago Sousa and Diego Gutierrez, received via Mellow.
https://codeberg.org/TheCMK/mellow-shader

The sun shadow system follows the approach of TrueLightFX Lite: one small terrain only shadow map, a single depth tap per fragment and a world grid snap. No TrueLightFX code, assets or license text were copied, and no other pack named in this file contributed source, assets, LUTs, textures or license text to Trace.

The Trace water style (lib/water/water_anime.glsl and the shore line in lib/water/water_resolve.glsl) is adapted from the WaterFloor of stylized-components by Christian Ortiz (Cortiz), used under the MIT license. The full license text is kept in THIRD-PARTY-LICENSES.txt. From it come the Voronoi F1 minus smooth F1 cel pattern with its animated cell points, smooth minimum and noise distortion, the three stop color ramp and its values, the four pointed sparkle shape and the depth intersection line. The split between still water, flowing water and waterfalls, the hard three tone cut, the shore line from the water column depth and the Minecraft palette were written for Trace.
https://github.com/cortiz2894/stylized-components

The bounce light (lib/rc, program/rc, the voxelization in the shadow pass and the path traced passes in program/deferred) implements "RCPG: Real-Time Product Path Guiding Using Radiance Cascades" by Julius Ikkala, Pekka Jaaskelainen and Markku Makitalo, ACM Transactions on Graphics 2026, https://doi.org/10.1145/3840291, published under the Creative Commons Attribution 4.0 license. The radiance interval bounds, the octahedral probe mapping, the cascade traversal and the fitted edge integral polynomial follow that paper. The code was written for Trace and is not copied from the author's Tauray implementation. As for Minecraft adaptation through Iris here is where it deviated: exact horizon clipping of probe texels instead of vertex clamping, a camera centered window of cascades instead of a scene sized grid, lambertian surfaces only, hit shading that imitates Trace's own lightmap look, small light sources as glowing volumes rays pass through, probe origins kept out of solid blocks so light does not leak through one block walls, a direct irradiance mode next to the path traced one, and a coarse far irradiance cache past the first cascade's reach. The colored block light comes from a flood fill written for Trace, not from the paper, and so do the voxel occlusion and the light haze. The haze takes its idea summing light along the view ray from Yaazarai's Volumetric-HRC (public domain, https://github.com/Yaazarai/Volumetric-HRC). No code from it is used tho.

The water waves, the water surface normals and the noise texture they are built from, the depth fog, the outline system, the sky, the clouds, the volumetric air, the desert dust and every other effect in this pack are Trace's own, written for this pack.

Trace was developed with the assistance of Claude.
