MCSM STYLE v1.10.1 — DABICO SUPPORT
Original, unofficial Java shader pack inspired by your Story Mode references.

INSTALL
Put MCSM-Style-v1.10.1.zip in your instance's shaderpacks folder without unzipping.
Select it in Iris. Start with the Story Mode profile; use Low for less GPU work.
All earlier clouds, periwinkle/indigo skies, golden dawn lighting and dark hall
lighting are included. The mod JAR itself is not changed or included.

DABICO COMPATIBILITY
Inspected dabywitherstormmod-1.0.0-alpha.1(1).jar, which declares Minecraft 26.2.
Mapped the actual main storm, head and severed storm entity IDs. Newer releases
may change these names or render paths. Runtime compatibility remains untested.

LOOK-AWAY SKY FIX
Auto now holds the atmosphere for 120 seconds after detection and then gently
fades out. Set Boss Atmosphere Hold to 30–600 seconds. Looking back refreshes
it. A purple-fog heuristic can refresh it from Dabico's own proximity gloom if
Iris exposes that fog. This is not guaranteed true distance detection; if the
mod hides its fog from Iris, the timer can eventually expire while a boss is
still nearby. Always On keeps it active indefinitely. Reloading shaders resets
the memory. Ordinary biome fog may occasionally trigger the optional fog hint.

PURPLE, SEE-THROUGH BEAMS
The shader softens detected purple, full-bright translucent effects, preserving
alpha and preventing ordinary world lighting from dimming them. This heuristic
may also affect other purple emissive effects, and custom mod rendering may
bypass it. The direct mod settings below are the reliable way to set its beams.

Close Minecraft. In config/dabywitherstormmod-client.json change ONLY:
  "beamColorR": 0.56
  "beamColorG": 0.18
  "beamColorB": 0.95
  "beamOpacity": 0.26
  "beamInnerFaces": false
Keep commas and all other fields intact. Restart Minecraft.
These exact fields were verified in your mod's TractorBeamRenderer/config class.

OPTIONAL WINDOWS HELPER
Extract Apply-Dabico-Beams.ps1 from this ZIP. Run it in PowerShell, and paste
your Minecraft instance folder when prompted. It validates the existing fields,
backs up the config, and changes only the five beam options above. It never
replaces the entire config with defaults. You can edit the JSON manually instead.

VALIDATION / LIMITS
OpenGL programs compile and link without fake buffer-format definitions.
Iris-style clear-color directives use all four vector components. A controlled
OpenGL rendering test checks the new temporal state, its hold and its fade.
No Minecraft client was available for modded visual/runtime checks.
Custom clouds do not cast terrain shadows. No handheld dynamic lighting,
colored light propagation, ray tracing or water reflections. Overworld is the
target; Nether and End styling is not validated. Mod renderers can need testing.
The transparent-beam heuristic threshold permits low-alpha beam fragments.

Editable source is in shaders/. Original shader code may be edited/shared.

V1.4 — NIGHT REFERENCES
Night keeps deep tree shadows and warm local fire/block light. Midnight uses
a smooth world-time curve centered on 18000 ticks: blue-violet horizon and
stronger directional lavender moonlight on exposed ground, with darker ambient
shadows. Moonlight respects the shadow map and skylight. Rain suppresses it.
Fire and lava source pixels retain their warm/emissive texture colors. Nearby
lighting still uses Minecraft block light; no new dynamic colored light system
is added. Midnight Moonlight and Midnight Sky Lift are independently adjustable.
This is a visual approximation from the two supplied reference images.

V1.5 — LAVENDER SUNRISE / SOLID CLOUDS
Sunrise uses the new reference's lavender-gray sky and soft neutral light,
rather than the previous orange sunrise wash. Sunset keeps its golden hue.
World-time blending is smooth across the midnight-to-sunrise transition.
Clouds are now separated connected block groups in ONE solid-height band.
Ray traversal shades the first occupied face, including top, underside and
vertical sides; it no longer blends three stacked sheets. Thickness is adjustable.
Cloud silhouettes stay square, with subtle face shading and distant haze.
Sunrise saturation is muted to preserve the reference's subdued foliage.
The boss hold, Dabico mappings, transparent beam helper and midnight look remain.
Clouds still do not cast shadows on the terrain. Runtime visual accuracy is
unverified; these are original approximations, not extracted MCSM shaders.

V1.6 — CLOUDS / TORCHES / NETFLIX PRESET
Shader Pack Settings > Profile > MCSM Netflix selects the blue nighttime sky,
teal moonlight, stronger color and thinner block clouds. MCSM Original restores
the original palette. Visual Style can also be switched independently; Low/High
profiles control performance without resetting the chosen style.
Clouds have wider, flatter connected rectangular shapes, navy undersides and
subtle face shading, still in one solid band. Cloud Block Width is adjustable.
Regular torch flame pixels retain orange light; lit redstone tips glow red;
soul torch flame pixels retain cyan. Unlit redstone torches are not emitters.
A separate emitter buffer adds a small colored halo around visible torch tips,
independent of the general bloom toggle. Set Visible Torch Halo to zero to
turn it off. Wooden stems remain normally shaded. Emissive tip detection uses
vanilla texture colors; unusual resource packs may need different thresholds.
This halo is screen-space: hidden/off-screen torches cannot produce it. Nearby
walls still use vanilla warm block light; this version does not add colored
light propagation or handheld dynamic lights. Redstone torches cannot light
an entire hall. Runtime screenshots must be checked in Minecraft for accuracy.
Both presets are original approximations of your images, not official shaders.

V1.7 — BOSS SKY REFERENCES
At night an active boss atmosphere uses a dark purple zenith, violet horizon,
and muted purple cloud faces. Forest shading stays dark green/teal rather
than receiving a strong uniform purple filter. Bright torch tips remain readable.
Netflix daytime boss sky uses the third reference's peach horizon, lilac sky
and dusty mauve clouds, gated by high sun elevation. It fades away toward dawn
and dusk; the nighttime purple treatment is shared by both visual styles.
Auto still detects rendered boss entities and optional purple fog, then holds
and fades. Shaders cannot query whether an unseen boss is alive or spawned.
For persistent atmosphere throughout a boss fight use Boss Atmosphere Trigger
> Always On, then switch to Auto/Off after killing the boss. This manual option
cannot automatically clear on death. A companion mod would be needed for true
alive/spawn-state tracking. No such companion mod is included in this pack.

V1.8 — NETFLIX BOSS NIGHT / CIRCULAR HALO
Netflix boss nights now use the new reference's navy sky, nearly black upper
sky and dark blue clouds. Original keeps the violet nighttime boss sky.
Netflix's peach/lilac midday boss treatment remains daytime-only.
Night Boss Halo adds a soft violet circular ring centered on visible boss
fragments, with a slowly rotating brighter sector. Settings expose brightness
and radius. Foreground terrain and boss surfaces occlude the ring; it draws
on sky/cloud pixels. It fades out toward daylight and respects Boss Mode Off.
This is a screen-space effect, not a world-space orbiting object. It disappears
when no mapped boss is visible, even if Always On maintains the sky. Multiple
visible bosses share a centroid. Large/clipped bosses can shift the center;
custom mod renderers that bypass gbuffers_entities may not provide a mask.
Alive/spawn-state tracking still requires a companion mod and is not included.
Both style branches compile/link; actual Minecraft visual testing remains needed.

V1.8.1 — WHITE FILLED BOSS GLOW
Replaces the violet annulus and rotating sector with a filled neutral-white
circular glow and soft outer falloff. Default halo brightness is 1.0. Shading,
saturation and preset colors do not tint the white emission. The boss and
foreground geometry still occlude it. No companion mod is included: the circle
still needs visible mapped boss pixels to know its location. This update fixes
the color and shape, not off-screen entity tracking.

V1.9 — OPTIONAL FABRIC BOSS BRIDGE
Install mcsm-boss-bridge-1.0.0.jar in mods alongside Fabric 26.2 and Iris
1.11.4+mc26.2. This exact Iris build is required because the bridge hooks its
internal uniform registration method. The shader detects the bridge automatically.
Auto now uses loaded living entities, independently of view direction. The
nearest supported boss supplies a camera-relative world position and body-size
halo radius. The white glow stays anchored as the camera turns, rather than
being centered on whatever boss pixels happen to be visible. A boss outside
client entity tracking distance cannot be detected. No server mod is needed.
The circle is behind the boss, on sky/cloud pixels; solid foreground geometry
occludes it. Turning so the boss and entire halo are outside the view naturally
moves it off-screen; looking at the floor does not put a circle on the floor.
The sky remains active while the loaded boss lives and clears when it dies or
unloads. If another supported living boss is loaded, that boss becomes active.
Supported: vanilla Wither/dragon, CWSM main storm, Dabico main/severed storm.
Dabico heads alone do not count as a separate living main boss. New mods/IDs
require an update. Without the bridge, previous visible-mask/hold behavior remains.
The companion JAR compiles against the real MC26.2/Iris1.11.4 libraries.
Both shader presets compile/link. No Minecraft client run was available, so
mixin integration and visual behavior still need in-game validation.

V1.10 — NETFLIX FIRE REFERENCE
Netflix Red Fire Lighting uses companion bridge1.1.0 fire positions to add
red-orange illumination to nearby surfaces. Cool unlit ambient stays intact.
Normal-facing light and smooth distance falloff avoid a full-scene red filter.
Vanilla warm block light is reduced where fire dominates, so the red spill is
visible. Original palette is unchanged. Strength and radius are configurable.
Requires the updated JAR; replace bridge1.0.0 rather than installing both.
No bridge means the extra uniforms are zero and existing block light remains.
Tracks up to eight separated ordinary fire sources within 10 blocks horizontally
and 8 vertically of the player. Scans loaded blocks every five game ticks;
clusters adjacent fire blocks to prevent excessive brightness. Soul fire, lava,
campfires and torches are not included in this fire-specific update.
Local fire light does not have wall occlusion/shadow rays and may cross thin
walls. It is direct local lighting, not voxel light propagation. Existing warm
block-light floors remain; this is a visual approximation of the supplied crop.
Actual Java compilation and both shader preset compile/link checks pass.
A GPU render verifies red-dominant nearby light and zero beyond its radius.
Minecraft runtime integration and exact visual matching remain untested.

V1.10.1: Fire-light toggle uses a separate #ifdef so Iris can discover the
boolean shader option. Requires fixed companion bridge1.1.1 for runtime.
Install this shader ZIP directly, never the combined distribution bundle.

V1.10.2 — FIRE POSITION CORRECTION
Local fire lighting reconstructs surface positions from rasterized screen
coordinates and depth using the inverse projection, then rotates into the
camera-relative world space used by the bridge. This removes dependence on
terrain/model vertex origins and inverse-view translation. The fire positions
remain anchored to block centers. First-person hands are excluded from the
extra red-fire pass; world blocks and nearby entities can still receive light.
Requires bridge1.1.1; no new companion JAR is needed. Corrected programs compile
and link in both presets; in-game confirmation is still needed.

V1.10.3 — TERRAIN-ONLY FIRE SPILL
The extra Netflix red-fire pass is restricted to gbuffers_terrain. It no longer
colors player/entity models, first-person hands, water or screen overlays.
Minecraft's ordinary block light still affects those normally. Reduced default
strength from1.4 to0.7 and capped clustered contributions to prevent broad
orange saturation. Keep bridge1.1.1; install and select this shader ZIP.
This does not remove Minecraft's own burning overlay or change creative mode.
Both presets compile/link; the reported in-game behavior still needs checking.

V1.10.4 — FIX RED-WASH LIGHTING DESIGN
Removed independent additive red illumination and its warm-light suppression.
Tracked nearby fires now blend the COLOR of existing Minecraft block light,
without boosting ambient or adding light to surfaces with no block light.
Default radius is4 blocks rather than8; blend is capped to retain warm texture
color. First-person hands/entities remain outside this extra pass.
This is a local color approximation, not shadowed colored-light propagation.
Vanilla block light does not identify which emitter supplied it, so nearby
mixed lamp/fire arrangements cannot be perfectly separated. Keep bridge1.1.2.
Reset Red Fire Light Radius to4 if a previous saved setting retains8.
Both preset programs compile/link. In-game confirmation remains needed.

V1.11 — NEW FOUR-IMAGE REFERENCES
Boss halo is white in its center, transitioning through cyan to a blue outer
region with soft blue falloff. Both bridge world-position and fallback screen
paths use the gradient. World geometry still occludes it; no circle on the floor.
Netflix fire color shifts to warm amber/orange to match the burning-building
reference, retaining the localized block-light blend instead of a broad wash.
Lit redstone tips use soft pink-red emission; visible-source halos retain that
color. This does not add redstone-specific colored illumination to nearby walls.
Glowstone, sea lanterns, shroomlights, froglights and lit redstone lamps receive
emissive faces preserving texture detail and halo highlights. Unlit redstone
lamps retain normal shading. Nearby block light stays vanilla warm lighting.
Keep bridge1.1.2 for boss tracking and fire-source positions. No new JAR needed.
Both shader styles compile/link; actual in-game reference matching is untested.

V1.12 — STORY MODE CLOUDS COMPATIBILITY
Default Cloud Geometry Source is Story Mode Clouds Compatibility. Enable your
uploaded Story Mode Clouds resource pack in Resource Packs, then select this
shader. The shader uses native cloud mesh shapes and disables its procedural
cloud layer, avoiding two overlapping cloud systems. Fancy clouds are requested.
The pack's core cloud vertex override may be bypassed by Iris. This adapter
approximates its2.5x vertical scale and height fade in gbuffers_clouds. It is not
an exact port of its CloudFaces renderer or fade equation. CLOUD_HEIGHT is the
scaling pivot: set Cloud Height to the actual cloud base for your world/biome
if clouds shift vertically. Set Resource Pack Cloud Height Scale to1 to disable
scaling, or Cloud Geometry Source to Shader Clouds to restore our original look.
Native resource-pack texture shapes can be used; this particular uploaded pack
contains shader overrides only. The separate resource pack is not redistributed.
Credits: Story Mode Clouds/Spices Up Clouds by Tixul and not_thefirst; MIT
license retained in Story-Mode-Clouds-License.txt. Adapter code is an original
approximation of the supplied shader's design. Both modes compile/link; actual
Iris/native-cloud integration needs in-game testing. Existing bridge1.1.2 works.
