## 🆕 What's New in v1.0.4 — *Profile Rebalance, Translucent Blocks & Glass Rendering*
Version **1.0.4** delivers a full quality-profile rebalance for smoother progression, introduces proper translucent block rendering for ice and glass, adds a dedicated Iris/Oculus translucent terrain pass, and fixes a cross-vendor GLSL compatibility issue.
### 🔄 Full Profile Rebalance
All six quality profiles (VERY_LOW → EXTREME) have been rebalanced for a smoother, more logical feature progression:
| Profile | Key Changes in v1.0.4 |
|---|---|
| **VERY_LOW** | Sun intensity lowered to *Dim* (1), underwater night set to *Moonlit Pool* for visibility. |
| **LOW** | Ambient brightness lowered, cozy lights disabled, Filmic tone mapping (ACES), underwater night set to *Dim*. Stars upgraded to *Standard*. |
| **MED** | Godrays now **enabled** (Fast quality) — this was the biggest missing piece in the sweet-spot preset. PBR strength raised to *Standard*. Meteor frequency normalized. |
| **HIGH** | SSAO now **enabled** (Subtle) — contact shadows appear at this tier. Godrays bumped to *Balanced*. Moon intensity lowered to *Standard*. |
| **ULTRA** | Godrays raised to *High*. TAA strength at *Balanced*. |
| **EXTREME** | Water wave scale pushed to *Stormy*. Underwater night set to *Pitch Dark* for maximum survival realism. Photographic (AgX) tone mapping. |
### 🧊 Split Ice & Glass Block Rendering
* **Regular ice** (`minecraft:ice`, block ID 10005) now renders with its actual texture and semi-transparency instead of being fully opaque. Transparency scales with the `WATER_TRANSPARENCY` setting (Clear / Balanced / Deep).
* **Packed ice, blue ice, and frosted ice** (block ID 10007) are now rendered **opaque with texture** — distinct from regular ice so the visual difference is clear.
* **All glass blocks and panes** (block ID 10008), including every stained-glass variant and tinted glass, now render with their actual texture and proper transparency. Glass opacity scales with `WATER_TRANSPARENCY`. This eliminates the old "invisible glass" problem where glass blocks disappeared against bright skies.
* Both ice types and glass are handled by the new `gbuffers_terrain_translucent` pass, ensuring correct rendering on Iris/Oculus split-translucent pipelines.
### 🪟 New Translucent Terrain Pass (`gbuffers_terrain_translucent`)
* A new **`gbuffers_terrain_translucent.fsh` / `.vsh`** shader pair was added. This pass handles water, ice, glass, and nether-portal blocks in a single Iris/Oculus-compatible translucent terrain path.
* Mirrors the existing `gbuffers_water.fsh` logic so translucent blocks render identically regardless of whether the loader uses a unified or split translucent G-buffer path.
* Nether portal plasma, ice Fresnel, glass opacity, and water Fresnel/ripples all route through this pass.
### 🛠️ GLSL Compatibility Fix
* **Replaced all `fma()` calls with direct multiply-add expressions** across every shader file. The `fma()` intrinsic, while correct on most modern GPUs, caused compilation failures on certain drivers (particularly older Intel iGPUs and some Mesa versions). The replacement `a * b + c` expressions are mathematically equivalent and compile universally.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }