ColdStorm Shaders v8 - Frozen Night + Conditional Moon + Ore Glow + Water Refresh
Target: Minecraft 1.18.x Overworld using Iris-compatible shader loading; tuned for PojavLauncher/mobile GPUs.

INSTALL
1. Keep this ZIP compressed and place it in the shaderpacks folder.
2. Select ColdStorm Shaders v8 in Options > Video Settings > Shader Packs.
3. Choose the Performance profile.
4. Test a clear night with /weather clear and /time set midnight; then use /weather rain to compare.

WHAT CHANGED IN v8
- Moon and its sprite glow stay visible on clear nights. The moon sprite is discarded only when rain is active and the sun direction indicates night.
- Common Overworld ore blocks receive texture-aware self-emission. Colored mineral flecks glow in their own approximate texture colors; neutral coal/iron-like veins get a subdued icy edge.
- Water uses a cooler blue-green base, the existing animated wave normals, two inexpensive rain-driven wavelets, Fresnel sky reflection already handled by the composite shader, and a lightweight sunlight glint.
- No new render passes or extra texture samples were added. The water glint and rain wavelets add a small amount of arithmetic only where water is rendered.
- Keeps ColdStorm v7's cold fog, night storms, reduced rain density, warm placed-torch/lantern lighting, and mobile Performance defaults.

PERFORMANCE
The Performance profile keeps screen-space reflections and bloom off, uses simple sky detail, and retains lower rain streak density. Actual FPS depends on device temperature, resolution scale, Minecraft version, render distance, driver, and other mods. Changes were inspected and archive-checked, but not runtime-tested inside Minecraft on the target phone. Held-torch illumination may still require a dynamic-lights mod; placed torches/lanterns use the existing block-light map.

RECOMMENDED Pojav settings
- Render distance: 6-8 chunks.
- Resolution scale: start around 70-75% if available.
- Avoid stacking multiple shader/resource packs while testing.

NOTES
- Ore glow is a self-emission effect, not a world-lighting engine: ore blocks do not cast light onto nearby blocks, and no bloom pass is used.
- This shader set targets the Overworld (world0); Nether/End remain on their existing rendering paths.
- Rain density reduces visible streaks in the shader but cannot entirely remove Minecraft's weather geometry CPU cost.
