PoorLite - Oculus 1.20.1 Update

TARGET
Minecraft Java 1.20.1 with Forge and a compatible Oculus build.
Use the rendering dependency required by your installed Oculus version.

INSTALL
1. Put this ZIP directly in your Minecraft instance's shaderpacks folder.
2. Open Video Settings > Shader Packs and select this pack.
3. Open Shader Pack Settings and choose Normal, Better or Best.
   Normal is the default. If updating an existing installation, reset the
   shader options once so cached values do not override the new defaults.

NEW EFFECTS
Lens Flare menu:
- Lens Flare Strength: sun halo, streaks, four colored aperture ghosts,
  and a soft ring. A nine-sample depth test masks flare behind geometry.
- Lens Flare Size: changes the halo and ghost size.
- Flare fades near the edge of the screen and in rain. It switches off
  below the horizon, behind the camera, underwater, in lava/powder snow,
  during full blindness/darkness, and in the Nether/End.

Water & Underwater menu:
- Underwater Distortion Strength: moving full-screen water ripple.
- Underwater Distortion Speed: controls animation speed.
- Underwater Distortion Scale: higher values make smaller ripples.
- Scene and bloom share the same displaced UVs. Displacement fades at
  screen edges. Distortion only runs when the camera is actually in water.

Set either effect's strength to 0 to disable it.
Potato disables both new effects. Normal/Better/Best enable them.

COMPATIBILITY CHANGES
- Retains the GLSL 1.20 shader pipeline supported by Oculus/Iris.
- Uses explicit scene/bloom render-target declarations.
- Fixes the profile selector, option annotations and invalid defaults.
- Adds six settings pages with English labels and tooltips.
- Adds dedicated sky shaders so sun/moon textures avoid terrain lighting.
- Tags water separately; glass no longer receives water waves or glints.
- Uses block identifiers appropriate to Minecraft 1.20.1.
- Disables solar light rays and lens flare in the Nether and End.
- Preserves the existing shadows, AO, bloom, foliage and color grading.

VALIDATION
All 17 vertex/fragment program pairs compiled and linked
with defaults, all four presets, and the minimum/maximum option values.
Off-screen OpenGL rendering verified visible-sun flare, its occlusion
and suppression cases, animated water distortion, disabling distortion,
and finite output across aspect ratios and maximum distortion strength.
Validation used Mesa software OpenGL. Minecraft and Oculus were not
available in the test environment; in-game compatibility is not verified.

REFERENCE
Oculus: https://github.com/Asek3/Oculus
Shader settings: https://shaders.properties/current/reference/shadersproperties/shader_settings/
Render targets: https://shaders.properties/current/reference/constants/drawbuffers/
Camera medium: https://shaders.properties/current/reference/uniforms/status/
