## 🆕 What's New in v1.0.7 — *Comprehensive Bug Fix, Stability & Aurora Refinement Update*
Version **1.0.7** conducts a deep code audit across the entire GLSL 460 pipeline to resolve rendering anomalies, feedback loops, and multi-pass inconsistencies introduced in earlier releases, and additionally refines the Aurora Borealis to remove high-frequency visual noise while softening its overall luminance.
### 🐞 Bug Fixes & Architectural Polish
* **Massive Volumetric Cloud, Godray & Aurora FPS Bottleneck Resolved**
* **Underwater Screen-Space Ripple Distortion Feedback Loop Fixed** — Removed legacy underwater ripple screen distortion from `composite.fsh` (where it erroneously sampled raw unlit G-buffer albedo `colortex0` and mixed unshaded texels into the lit scene). Moved clean underwater screen-space view perturbation directly into `final.fsh`, sampling the fully lit, composited, and TAA-resolved scene.
* **Glass & Ice Water Refraction / Reflection Distortion Fixed** — Solved a multi-target G-buffer collision where stained glass windows and ice blocks triggered the depth-comparison detector `(depthS - depth) > 1e-5` in `final.fsh`. Added a dedicated material alpha tag `colortex2.a = 0.8` for water in `gbuffers_water` and `gbuffers_terrain_translucent`, ensuring glass windows (`1.0`) and ice blocks (`1.0`) never receive underwater refraction ripples or wavy water SSR reflections.
* **Procedural Lava POM Coordinate Discard Fixed** — Standardized the 4-step Parallax Occlusion Mapping loop in `gbuffers_water.fsh` and `gbuffers_terrain_translucent.fsh` to match `gbuffers_terrain.fsh`. Displaced UV coordinates `p = currentTexCoords` are now properly retained across the entire shader block for crack height calculations, temperature gradients, hotspots, and rising bubbles.
* **Unnormalized Lava Normal Output Fixed** — Normalized the G-buffer normal output `normalize(normal)` in `gbuffers_terrain.fsh` before encoding into `colortex2`, preventing interpolated vector length drift across triangle interiors.
* **Camera-Inside Volumetric Fog, Ground Mist & Valley Sheets Fixed** — In `getInsideGroundMistVeil()`, `applyInsideCloudVeil()`, and distant ground mist sheet rendering, fixed the exponential absorption rate (lowered from `0.014`/`0.0105` to `0.0018`/`0.0035`) and removed hardcoded blanket opacity ceilings (`0.30`/`0.34`). Wired the user's `FOG_DENSITY_LEVEL` setting directly into volume optical thickness. Added a smooth attenuation factor `(1.0 - camMistHere * 0.95)` to distant 2D sheets when standing inside the ground mist layer, preventing double-accumulation with the screen-space volumetric veil.
* **PCSS Blocker Search Self-Shadow Acne Fixed** — Updated the blocker depth comparison threshold in `composite.fsh` from a static `1e-4` epsilon to the dynamic surface slope bias (`bias`). Sloped terrain no longer detects itself as a false shadow occluder.
* **POM Division-By-Zero NaN Fixed** — In `getParallaxCoords()`, changed the ray hit weight denominator from `(afterDepth - beforeDepth + 0.0001)` to `min(afterDepth - beforeDepth, -1e-5)`. Since `afterDepth - beforeDepth` is strictly negative, adding `+0.0001` mathematically cancelled out the denominator to zero on subtle step transitions, causing black dot NaN artifacts.
* **POM Optical View Angle Cotangent Scaling & Limiting Added** — Scaled tangent-space UV step offsets by `V_tang.xy / max(abs(V_tang.z), 0.15)` across all POM passes. Parallax crack depth now physically stretches when viewed at grazing angles instead of flattening out.
* **Procedural Lava Sub-Step POM Linear Interpolation Added** — Replaced the discrete sub-step endpoint `p = currentTexCoords` in the lava POM loop with exact linear interpolation `mix(currentTexCoords, prevTexCoords, weight)`. Internal crack walls no longer suffer from 4-step banding/stepping artifacts.
* **Block Mapping Extended** — Added `minecraft:magma_block` to block ID `10009` in `block.properties`, granting overworld and nether magma blocks dynamic procedural glowing Voronoi cracks.
### 🌌 Aurora Borealis Refinement — Smoother & Softer
The volumetric Aurora in `gbuffers_skybasic.fsh` was producing subtle high-frequency "static" patterns and reading slightly oversaturated on bright presets. The shader pass has been retuned in this release:
* **Dither offset re-centered and weakened** — Replaced the `0..1` per-pixel ray start offset with a centered `-0.5..+0.5` range scaled down to `0.6 × dt`. Adjacent pixels now sample closer ray distances, eliminating the flickering pattern that read as visual noise.
* **Vertical ray frequency lowered (32.0 → 14.0)** — The single very-high-frequency `sin(uv.x × 32)` that powered the striations aliased into thin static-like lines. Two slightly offset waves (`14.0` + `9.0`) are now blended together with `mix(0.5)` to break the periodic aliasing while preserving the characteristic vertical pillar look.
* **Ray sharpness softened (3.0 → 1.8) and amplitude reduced (2.0 → 1.3)** — Pillars no longer have harsh, sharp edges; they blend smoothly into the curtain ribbon.
* **Curtain ribbon exponent softened (5.0 → 3.5)** and weight lowered from `0.5` to `0.45` — Lighter, more atmospheric curtains without the blocky stripe artifacts the high power was producing.
* **Spatial color variation slowed down** — `sin(worldDir.x × 3.5 + worldDir.z × 2.8) × 0.2` → `sin(worldDir.x × 2.2 + worldDir.z × 1.7) × 0.18`. Color shifts across the sky are now gradual instead of rapid.
* **Photographic palette toned down (~30% dimmer)**:
* Cyan-Green: `(0.0, 0.80, 0.50)` → `(0.0, 0.55, 0.32)`
* Magenta/Purple: `(0.60, 0.10, 0.70)` → `(0.42, 0.08, 0.50)`
* Deep Blue (upper edge): `(0.05, 0.10, 0.50)` → `(0.04, 0.08, 0.35)`
* **Optical depth scaling lowered (0.35 → 0.26)** and final intensity multiplier `× 0.78` — Overall accumulation is roughly **35–40% softer** than the v1.0.6 original. The `AURORA_STRENGTH` profile setting still controls user-level intensity on top.
The aurora now reads as a soft, glowing, photographic northern light rather than an over-saturated neon stripe pattern. No menu changes; no new options; no profile changes. All existing `AURORA_MODE`, `AURORA_SPEED`, and `AURORA_STRENGTH` settings behave as before.
Developer information
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maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }