HASTE v24 — UNDERWATER SUN-RAY REUSE

Base: Haste_Shader_V1_1_4_v23_Underwater_Rays_And_Water_Restore_dev.zip

Change:
- Removed the custom underwater virtual-source, depth-mask, and procedural ray generator.
- Reuses the same godRays() implementation already used for sun shafts above water.
- The shared routine samples depthtex1 only while underwater, so translucent water itself does not block every ray sample; it uses the normal depthtex0 sample above water.
- Underwater rays are tinted softly cyan, fade with scene distance, and only run when the sun is above the horizon.
- Underwater ray quality comes from each preset's existing GODRAYS_QUALITY value; Hastefull retains the lightweight 8-sample path.
- Kept normal water rendering files unchanged: composite.fsh, composite.vsh, lib/water.glsl, gbuffers_water.fsh, and gbuffers_water.vsh.
- Kept the existing underwater caustics pattern and absorption/fog controls unchanged in this pass.

Validation performed:
- ZIP integrity checked.
- Shader brace and preprocessor-directive balance checked.
- Confirmed that custom virtual-source and surface-mask ray functions were removed; depthtex1 is retained only for correct underwater sky-opening tests.
- Confirmed the water/reflection/refraction/foam/ripple source files are byte-for-byte unchanged from v23.

Not verified here: live Iris shader compilation, visual output, or in-game FPS. Please test with Sodium + Iris in Minecraft.
