AuroraShaders  -  original shader pack for Iris / OptiFine (Minecraft Java 1.16 - 1.21+)

INSTALL
 1. Install Iris (recommended, with Sodium) or OptiFine.
 2. Put AuroraShaders.zip (do NOT unzip) into  .minecraft/shaderpacks/
 3. Video Settings > Shader Packs > select AuroraShaders.
 Start with profile "Medium" if your GPU is modest.

FEATURES
 Lighting : sun+moon shadows (distorted map, contact-hardening PCSS soft shadows, coloured stained-glass/water
            shadows), SSAO, warm block light, handheld light, emissive blocks, leaf subsurface glow, wet-surface darkening
 World    : waving leaves and plants (also animated in shadows)
 Sky      : procedural gradient sky, sunsets, sun & moon discs, stars, animated 2D clouds with self-shading, rain look
 Atmosphere: distance fog blending into sky, shadow-based volumetric light (god rays), cave darkening
 Water    : procedural waves, refraction, depth absorption, screen-space reflections + sky fallback, sun glint, underwater fog, lava fog
 Post     : bloom, sun lens flare, auto exposure, 3 tonemaps, grading, vignette, FXAA, sharpen, motion blur, depth of field, film grain
 v2 additions:
 TAA (temporal AA with sub-pixel jitter), labPBR normal maps / roughness / metals / emission / SSS support,
 optional parallax occlusion mapping, GGX specular, screen-space reflections on any smooth surface,
 rain puddles with ripples, glass + ice reflections, water caustics (seabed and underwater),
 optional volumetric ray-marched clouds, cloud shadows on the ground, aurora borealis, rainbows,
 moon with real phases, morning ground fog, optional screen-space GI, chromatic aberration,
 torch / water colour sliders, vibrance and colour temperature.
 v3 heavy-GPU additions (defaults are tuned for a strong PC; use the profiles to scale down):
 physically based ray-marched atmosphere (Rayleigh + Mie), 24-step volumetric clouds with beer-powder lighting,
 cirrus layer, 4096 shadow map with 16-tap PCSS + contact shadows, multi-scale 16-sample AO,
 ray-marched screen-space GI, glossy multi-ray reflections, real vertex water waves + shore foam,
 underwater god rays, sharp TAA (bicubic history + variance clipping), 9-tap bloom, 32-sample DoF.
 Profiles: Low / Medium / High / Ultra / Extreme (8192 shadows, 48-step clouds, 12-ray GI).
 Dimensions: dedicated Nether and End lighting/sky (shaders/world-1, shaders/world1)
 All options are in the in-game shader settings screen.

IRIS ON MINECRAFT 26.x
 - Use Iris 1.11.7 with Sodium 0.9.2 for 26.3, and set Video Settings > Graphics API to OpenGL (Iris does not support Vulkan).
 - If it fails, open .minecraft/logs/latest.log, search for "invalid program" or "error" and send the first few lines.
 - If the image looks noisy/blurry, pick the "Safe" profile first (TAA off, FXAA on, GI off), then raise settings.

NOTES
 - Written from scratch; not based on or copied from BSL or any other pack.
 - PBR/POM need a labPBR-format resource pack to show material detail; without one, puddles and water still work.
 - POM and SSGI are off by default (heavier). TAA is on by default; switch it off if you see ghosting.
 - Requires GLSL 1.20 (works on every modern GPU). Block IDs are in block.properties.
