Haste Shader V1.1.6 Beta — Distant Horizons Water Depth/Blend Fix

Based on Haste Shader V1.1.5 Bloom Rework.

Changes
- Replaced the fixed low-opacity Distant Horizons water overlay with depth-aware shading.
- Reconstructs the DH opaque floor using dhProjectionInverse and nearby Minecraft opaque depth using gbufferProjectionInverse; raw depth values from the two projection ranges are never compared directly.
- Estimates water thickness from the closest opaque surface behind the LOD water.
- Applies a restrained blue absorption tint and higher opacity as water gets deeper, while keeping shallow shoreline water clearer. This better matches the normal Haste water shader and reduces the visible material seam at the vanilla/DH boundary.
- Preserved the V43 compatibility behavior: no extra dhMaterialId filter is applied in dh_water.
- Preserved the existing DH and nearby-scene depth-occlusion checks and colortex outputs used by Haste's compositing passes.

Validation
- ZIP integrity and shader-source structure checked.
- This environment cannot run Minecraft/Iris/Distant Horizons, so visual rendering and GLSL compilation must still be confirmed in-game. If Iris reports a compile error, share the exact program/error line so the DH pass can be adjusted for the installed versions.
