## 🛠️ What's New in v1.1.1 — *Pipeline Correctness Fix*
Version **1.1.1** is a focused bug-fix release for the v1.1.0 codebase. It keeps the visual design intact while fixing configuration and runtime issues found in the shader pipeline:
* Moved HDR/TAA buffer directives to GLSL const directives so `colortex0/1/2/7` formats and persistent TAA history are actually applied by Iris/OptiFine.
* Replaced the custom `SHADOW_RES`/`SHADOW_DISTANCE` menu controls with real `shadowMapResolution` and `shadowDistance` pipeline constants.
* Fixed Nether/End dimension fallback detection so a default `dimension=0` cannot override biome/fog-based Nether/End detection.
* Retuned shadow bias to a balanced value with extra water receiver bias: fixes low-sun Peter Panning while cleaning remaining Shadow Acne on water/ice surfaces.
* Made underwater caustics and ground-mist sheets world-stable by using `cameraPosition`-corrected world coordinates.
* Added performance-neutral height-aware pseudo-3D cloud noise: same ray steps/noise calls, but cloud density now changes through Y instead of looking like flat 2D sheets.
* Added `WET_REFLECTIONS` to the menu and wired it into final-pass SSR wetness.
* Added profile-scaled `SKY_QUALITY`, removed physical-sky hash-noise by switching to centred higher-sample raymarching, fixed `SKY_STYLE` grading so it affects only the base sky, restored readable sun/moon sizes in gradient sky, and corrected moonbow direction.
* Fixed emissive-surface cloud lighting, added a safe fallback for unknown tagged translucent blocks, removed the empty translation submenu, made TAA default-off as a standard user toggle, and synced waving vegetation displacement in the shadow pass.
* Forced vanilla Minecraft clouds off via `clouds=false` and added `gbuffers_clouds` discard shaders as a fallback, so AuraLite's procedural clouds do not overlap with default clouds.
* Added `gbuffers_weather` to make vanilla rain/snow streaks less dense and more transparent by default.
* Added explicit opaque entity/hand passes to prevent players, mobs and held items from appearing semi-transparent.
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" }