HASTE SHADER V1.2.0 — CINEMATIC LIGHTING & BLUE HOUR

Base: V1.1.9 Cinematic Clouds & Atmosphere. The established rain, root-pinned
vegetation, Distant Horizons water and depth-aware FXAA paths are retained.

Changes:
- Refined shared atmospheric colour used by distance haze, sky-horizon blending,
  fog ambience and wet-surface sky reflections.
- Added a smoother sun-facing scattering lobe that widens and warms naturally
  as the sun nears the horizon; rain suppresses the effect to prevent overglow.
- Added a blue-hour transition just after sunset, with a cool horizon/zenith tint
  rather than an abrupt change from warm sunset to the default night haze.
- Increased low-angle atmospheric perspective slightly and reduced haze when
  looking high into the sky, while preserving the existing render-distance ramp.
- Added subtle blue-hour cloud-body shading while preserving warm sunrise/sunset
  lighting and rain desaturation.
- Increased cloud-shadow strength modestly in High, Max and Ethereal so the
  ground response is more visible under dense cloud masses.

Validation performed:
- ZIP integrity.
- Required shader entry and include paths.
- Preprocessor directive balance and targeted replacement checks.
- Cloud-shadow strengths/profile values and relevant source continuity checks.

Not compiled or rendered inside Minecraft in this environment. In-game checks
are still needed for visual balance across noon, sunset, blue hour and rain, plus
Distant Horizons terrain haze continuity.
