HASTE V57 — CINEMATIC WATER, ICE & WORLD REWORK

Based on V56 (Distant Horizons water depth/blending fix) and the V55 bloom rework.

Water & reflections
- Added medium and fine animated ripple layers to the existing water normal field.
- Fine detail fades with distance to limit sub-pixel shimmer and the repetitive long-range water pattern.
- High, Max, and Ethereal use a little stronger ripple normals; lower presets retain lighter settings.
- Existing SSR, refraction, water transparency, and Distant Horizons depth paths are retained.

Ice & snow materials
- Added block.properties classes for ice, packed ice, blue ice, frosted ice, and snow.
- Added shared Ice Scattering & Sheen / Snow Lighting controls; the ice control affects opaque and translucent ice paths.
- Added subtle per-material cold tint, grazing-angle ice sheen, and sunlight-dependent back-scattering.
- Added snow shade fill and warm daylight grading.
- Effects are shading-only; they do not force new render layers or replace block alpha, reducing risk of culling holes.
- Ice shading is handled in both the terrain and translucent-water programs, depending on the vanilla block's render layer.

Underwater lighting
- Preserved existing depth-based absorption, biome-tinted fog, Snell's window, caustics, and underwater rays.
- Increased underwater caustic quality/strength on Max and slightly raised High/Ethereal caustic strength.

Shadows & sky
- High now uses smoother shadow filtering and dynamic cloud shadows.
- Max now enables dynamic cloud shadows and ray-marched volumetric clouds at 16 steps; lower presets retain their lighter settings.

Verification
- Archive structure, block ID uniqueness, shader include paths, and source-level brace balance were checked.
- No Minecraft/Iris runtime or GLSL compiler is available in this environment, so an in-game shader reload is still required to confirm compile compatibility and tune visuals.
