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                         SILVA PRO - CHANGELOG
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Developer: Shahriyar Fahim  (https://fahim.modrao.com)

This file is updated with every release. Newest version on top.


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 v1.0.0 - LTS  -  2026-10-03  -  First Stable Release (Long Term Support)
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 This is the v1.0 LTS milestone: the codebase is now considered stable and
 production-ready. All settings are backwards-compatible with v0.2.x packs.
 No features were removed; everything listed below is additive or replaces
 an equivalent feature with a better implementation.


 SKY & ATMOSPHERE
   + Analytic Mie + Rayleigh scattering (Cornette-Shanks phase function)
     replaces the pure-gradient sky. The result: physically correct blue
     sky at noon, orange-red near sunset, and natural horizon haze without
     any lookup textures or raymarching
   + Sun colour now physically reddens near the horizon via path-length
     scattering (more orange/red than before at sunrise/sunset)
   + Quality-scaled atmosphere integration: 3 steps on Low (iGPU), 5 on
     Medium, 8 on High/Ultra. Cost is near-zero at Low.
   + Sun corona ring: distinct wide halo band separate from the tight disc
     glow for a more realistic solar appearance
   + Two-layer cloud system: a slow large-cell base layer + a faster
     fine-detail layer. Optional micro-detail layer at CLOUD_OCTAVES >= 4
   + Stars: multi-frequency twinkle (was single-sine), rare blue-white
     giant stars, improved per-star colour variation

 LIGHTING
   + Full Cook-Torrance specular (GGX NDF + Smith geometry + Schlick F)
     replacing the old cheap approximation. Energy-conserving.
   + Coloured metal F0: MAT_METAL surfaces get an albedo-tinted specular
     highlight instead of a neutral grey one
   + Two-lobe foliage SSS: wide diffuse backlight + narrow transmittance
     spike. Sky-light gated so buried leaves do not glow unrealistically
   + Multi-bounce ambient fill (MULTI_BOUNCE_AMBIENT): ground-facing
     surfaces receive a weak bounce from the sky colour, lifting dark
     undersides without a point light. Configurable strength.
   + Block-light falloff improved: steeper inverse-square curve, closer
     to real torch/lantern physics
   + Handheld light uses smoothstep falloff (was linear * linear)

 SHADOWS
   + PCSS blocker search: 8 stratified Hammersley-ring taps (was 4)
     for a more stable penumbra estimate on thin geometry and leaves
   + Slope-scaled depth bias now matches OpenGL polygonOffset exactly
   + Sample ring rotated per-pixel AND per-frame for temporal spreading
   + Penumbra radius uses quadratic weighting for smoother contact edges

 AMBIENT OCCLUSION
   + Cosine-weighted SSAO hemisphere: contribution weighted by angle,
     not just presence. More accurate occlusion near corners.
   + SSAO_FALLOFF_BIAS setting: eliminates halos on flat surfaces by
     requiring occluders to face the surface before they count
   + Early-exit for near-flat normals: open terrain free
   + Area-preserving sample distribution (sqrt of stratified index)
   + Per-frame golden-ratio rotation for temporal accumulation

 BLOOM
   + 13-tap Kawase tent downsampler in bloom_bright.fsh: kills fireflies
     before they can be spread by the blur
   + Dual-Kawase upsampling replaces separable Gaussian: circular spread,
     no cross/star ringing, constant runtime regardless of kernel width
   + Smooth quadratic knee: no hard pop when crossing the threshold
   + Lens-dirt: subtle warm tint on high-luminance bloom areas, simulating
     real lens coatings. Strength adjustable (BLOOM_LENS_DIRT).

 POST PROCESSING
   + AgX tone mapper (TONEMAP = 4, now the default): handles very bright
     skies and very dark caves with zero desaturation or hue shifts.
     Blender's reference implementation, adapted for GLSL 1.20.
   + FXAA upgraded to 9 taps with Sobel 3x3 edge detection (was 5-tap)
   + Sharpening replaced with AMD CAS (Contrast Adaptive Sharpening):
     boosts low-contrast areas, leaves high-contrast edges alone
   + Underwater distortion uses two sine frequencies (less "sloshing")
   + Night vision and lava vision effects improved
   + Triangular dithering (two IGN samples) replaces single-sample:
     near-zero banding in gradients at no visible cost

 MATHS / INTERNALS
   + Lowbias32 hash replaces the old fract-mul chain: less correlation
     between samples means fewer visible patterns in noise-based effects
   + Quintic-smoothed value noise replaces cubic: removes the subtle grid
     pattern visible in clouds and SSAO at high quality settings
   + Golden-ratio FBM lacunarity (2.03 instead of 2.0): breaks the
     pattern repetition that appeared at long view distances
   + Henyey-Greenstein phase function added (used by VL and atmosphere)
   + Full Smith G1 geometry term added alongside GGX D term
   + vec3 Schlick fresnel added for coloured metal reflections

 QUALITY PRESETS
   + Renamed from five (Potato/Low/Medium/High/Ultra) to four numeric
     levels (0=Low / 1=Medium / 2=High / 3=Ultra) so the QUALITY_PRESET
     macro can drive adaptive sample counts automatically
   + All sample counts (SHADOW_SAMPLES, SSAO_SAMPLES, SSR_STEPS,
     CLOUD_OCTAVES, VL_SAMPLES, ATMOSPHERE_STEPS) now scale automatically
     with the preset; no manual tuning needed



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 v0.2.5-alpha  -  2026-08-03  -  FPS Regression Fix
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 FIXED
  * Major FPS regression (60+ dropping to ~30): the default shadow map
    had been changed to 768px, which is not a power of two - several
    older iGPU drivers fall off their fast path filtering NPOT depth
    textures and the "cheaper" map ends up slower. All shadow map sizes
    are power-of-two now (512 / 1024 / 2048 / 4096); default is 1024
  * The new analytic moon could produce NaN pixels when the moon passed
    directly overhead; NaNs spread through the bloom blur and crawl old
    GPUs. Guarded

 PERFORMANCE
  * SSAO now fades out at 64 blocks instead of 96 - it is a near-field
    effect and was never visible that far away


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 v0.2.4-alpha  -  2026-08-03  -  Smooth Moon, Faster Water, Lighter Rain
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 SKY
  * The blocky vanilla moon replaced with a smooth analytic disc: soft
    limb, faint surface mottling, and a terminator that follows the
    real moon phase (full / crescent / new all render correctly)
  * Clouds pulled halfway back toward soft - realistic shading kept,
    heavy contrast eased

 WEATHER
  * Rain is much fainter and cleaner - less visual noise, and fainter
    streaks also mean cheaper blending

 PERFORMANCE (target: 100+ fps on mid-low PCs at Medium)
  * Water normals now use hand-derived analytic gradients: 5 cosines +
    3 noise fetches per pixel instead of 15 sines + 6 fetches. This was
    the "fps drops near water" fix
  * Default shadow distance 96 -> 64 blocks - the shadow pass re-renders
    every chunk in that radius each frame, so this is a large win
    (raise it back in Shader Settings -> Shadows if you have headroom)


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 v0.2.3-alpha  -  2026-08-03  -  Round Sun, Better Clouds, Glow Gone
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 FIXED
  * Entity glow, for real this time: entities are now excluded from the
    bloom pass entirely (a pale piglin in lava light is not a lamp), and
    entity shading was strengthened again. Zombified piglins and the
    third-person player no longer halo

 SKY
  * The sun is now a real round disc - crisp core, soft limb, golden at
    noon, red-orange at the horizon - instead of vanilla's square sprite.
    Costs nothing: only sun-sprite pixels run it
  * Moon keeps its vanilla phases, tinted silver-blue
  * Clouds reworked: crisper edges, deeper shadowed underbellies for a
    sense of volume, warmer sunlit tops, stronger silver lining -
    same octave count, no extra cost

 SHADOWS
  * Slightly lighter again by default (Shadow Light Leak 0.20). This has
    always been adjustable: Shader Settings -> Shadows -> Shadow Light
    Leak (down for darker/more real, up for lighter/faster feel)


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 v0.2.2-alpha  -  2026-08-03  -  Entity Glow, End Sky & More FPS
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 FIXED
  * Remaining mob/player glow: bright white entities (white horses,
    zombified piglins) were crossing the bloom threshold and getting a
    halo. Bloom threshold raised 0.55 -> 0.85 and entity shading
    strengthened - entities now sit in the scene instead of on top of it

 NETHER
  * A little brighter again (ambient x1.05)

 THE END
  * Sky rebuilt as a three-stop gradient - the zenith is no longer one
    flat solid colour; slow nebula wisps now cover the whole dome
  * Distance fog no longer turns far terrain violet - fog colour pulled
    close to the sky's own horizon colour, fog curve thinned

 SKY
  * Prettier sun: golden tint that turns red-orange at sunrise/sunset
  * Prettier moon: silver-blue tint and a fuller halo

 PERFORMANCE
  * Default shadow map 1024 -> 768 (Medium preset updated to match)
  * Water no longer runs the soft-shadow filter twice per pixel - the
    sun glint uses the lightmap instead of a second PCF loop


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 v0.2.1-alpha  -  2026-08-03  -  Clarity & Performance Tuning
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 FIXED
  * Mobs and players no longer look like they glow from inside - entities
    now get the same per-face shading vanilla bakes into terrain
  * Underwater view was far too foggy - visibility roughly doubled

 WATER
  * Clearer water: less surface haze, gentler depth absorption
  * Waves toned down to a more natural height and chop
  * Wave normals cost less per pixel (one noise octave instead of two)

 SHADOWS
  * Shadows slightly lighter by default (Shadow Light Leak 0.15)

 PERFORMANCE
  * Default soft-shadow filter: 6 -> 4 taps
  * Default SSAO: 6 -> 4 samples
  * Cheaper water normals (see above)


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 v0.2.0-alpha  -  2026-08-03  -  Initial Alpha Release
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 First public alpha of Silva Pro - a shaderpack built for low-end PCs.
 One codebase (GLSL 120) covers Minecraft 1.16 through 26.x on
 Iris and OptiFine.

 LIGHTING
  + Physically-inspired sun and moon light with real colour temperature
  + Warm block light, smooth ambient light, sunrise/sunset colour grading
  + Subsurface scattering through leaves, directional lightmap shading
  + Handheld torch/lantern light (works with LambDynamicLights)

 SHADOWS
  + Soft PCF shadows (golden-angle spiral filter)
  + Contact hardening - sharp near the caster, soft far away
  + Coloured shadows through stained glass and water
  + Optional screen-space contact shadows, SSAO
  + Adjustable shadow resolution and distance

 WATER
  + Two-band wave system: swell moves the geometry, fine ripples
    drive the normals
  + Clear, depth-based water - shallow water is transparent, deep
    water turns blue on its own
  + Fresnel, refraction, sun glint, caustics
  + Cheap analytic sky reflection by default; screen-space reflection
    available as an opt-in
  + Underwater fog and screen distortion

 SKY
  + Procedural atmospheric gradient, dynamic day/night colours
  + Drifting procedural clouds, stars, sun & moon glow

 FOG
  + Distance fog coloured by the sky you are looking at
  + Valley mist, weather fog, border fog, optional god rays

 POST
  + Lightweight two-pass bloom, emissive glow
  + Four tonemap curves, full colour grading, auto exposure
  + FXAA, sharpening, vignette, dithering

 ANIMATION
  + Waving grass, flowers, leaves, crops, vines, lily pads, fire, lava
  + Wind gusts, stronger sway in storms, shadows wave in sync

 DIMENSIONS
  + The Nether and the End are lit by their own code paths - own
    ambient model, own fog, own sky, own settings screens
  + End: violet sky with drifting nebula wisps, dense starfield,
    portal glow

 SETTINGS
  + Full in-game settings screen: 130 options across 13 screens
  + Five quality presets: Potato / Low / Medium / High / Ultra


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 HOW TO READ VERSION NUMBERS:   MAJOR.MINOR.PATCH
   MAJOR - big reworks          MINOR - new features
   PATCH - fixes and tuning
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