Haste v31 — Transparency & Sky Visibility Fix (development build)

Base: Haste v30 Underwater Distance Fog.
Target: Minecraft Java with Sodium + Iris; no OptiFine/Oculus support added.

Changes:
- Enabled Snell's window by default and preserve the existing composited sky colour for sky-depth pixels underwater,
  rather than fogging those pixels as if they were hundreds of blocks away.
- Call the existing underside-aware water shader for underwater views, so the water surface can remain translucent
  and reveal the sky inside a soft refractive window.
- Split clear, stained, and tinted glass into separate block.properties IDs and apply translucent material opacity caps
  in the translucent-terrain fragment shader. This also makes the sky/background visible behind glass.
- Explicitly set standard alpha blending on colortex0 for gbuffers_water; keep the SSR mask output (colortex5) unblended.
- Keep tinted glass excluded from colored-light propagation, while clear/stained glass allow it.
- Preserve the v30 underwater distance-fog controls and all existing profile-specific shader features.

Validation performed: ZIP integrity, source-level checks, ID uniqueness, profile-setting consistency, and simple
preprocessor/brace structure checks. Not compiled or launched in Iris/Minecraft in this environment; in-game testing
is still required, particularly for the opacity balance of different glass textures and Snell's window.
