HASTE V1.1.4 v35 - DISTANT HORIZONS COMPATIBILITY (DEVELOPMENT)

Base: Haste v34 Glass Texture Alpha Fix.
Target: Sodium + Iris with Distant Horizons installed.

Implemented in this pass:
- Added compatibility-profile dh_terrain shaders for distant LOD terrain.
- Added dh_water shaders for distant water, with translucent scene blending and water-mask output.
- Added dh_shadow compatibility files; the DH shadow pass is disabled by default via dhShadow.enabled=false to keep the vanilla shadow path conservative until tested on the target Iris/DH combination.
- Added DH-depth-aware scene reconstruction in final.fsh and composite1.fsh, so LOD geometry is not misclassified as sky for final haze and volumetric fog.
- Added basic DH depth awareness to water SSR/refraction distance reconstruction.
- Kept Haste's existing near-terrain rendering and six performance profiles unchanged.

Known limitations of this first pass:
- Distant Horizons LODs provide coarse vertex colours/material IDs, not the full vanilla block textures, lightmap, or Haste per-block effects. Far geometry therefore uses the DH-provided vertex colour as its base appearance.
- Detailed water waves, per-block emissive effects, foliage translucency, and other block-specific near-terrain effects are not reproduced in the LOD shaders.
- DH shadows are disabled by default; change dhShadow.enabled to true only after checking the exact Iris + DH versions, because shadow bridge behaviour varies across releases.
- This archive has been checked for ZIP integrity, source structure, and expected pass/buffer wiring. It has NOT been compiled or runtime-tested in Minecraft/Iris/Distant Horizons. Treat it as an experimental compatibility build until in-game validation.


V36 — DISTANT HORIZONS LOD RENDER FIX
- Removed vanilla `far` distance-discard checks from DH terrain and water.
- DH uses its own projection/depth range; comparing DH view-space positions to
  the vanilla `far` uniform can reject LOD geometry before it reaches the scene.
- This is a targeted experimental fix; in-game validation is still required.
