Lumenite — credits
==================

Lumenite is original work. Where a technique was learned or adapted from
another pack, it is listed here, with what was taken and from where.


MakeUp Ultra Fast — Javier Garduno
  GNU Lesser General Public License v3.0
  https://github.com/javiergcim/MakeUpUltraFast
  https://modrinth.com/shader/makeup-ultra-fast-shaders

  - PER-TEXEL GLASS SHADOW OPACITY. Writing the caster texel's alpha
    into shadowcolor0 and using it to decide how much light crosses,
    not just what colour it comes out. This is what lets the solid
    frame of a stained pane cast a real shadow while the clear panels
    beside it barely dim anything, within one block.

  - BLOCK SHEEN. A tight sun specular lobe whose strength is driven by
    the block texture's own luminance, so pale smooth-looking blocks
    pick up gloss and dark rough ones stay matte with no material data
    at all. The (x*2-1) remap before the exponent, which keeps it a
    glint rather than a wash, is theirs too.

  Both were reimplemented against Lumenite's own lighting and shadow
  paths rather than copied in. Lumenite keeps its own Beer-Lambert
  transmission colour for stained glass, which saturates where a blend
  toward white can only ever wash out.


iterationT — its End sky
  - The idea of adding an explicit photon-ring glow and an inner-edge
    glow term on top of an integrated accretion disc, rather than
    relying on the integration alone to produce brightness.
  - Hapke reflectance (the Chandrasekhar H function) for airless
    bodies, instead of Lambert with limb darkening.
  Both were reimplemented; the physics is standard published work
  (Hapke 1981/2002, Chandrasekhar 1960).


BSL Shaders — Capt Tatsu
  - The idea of draining colour saturation from surfaces that receive
    no direct light, which is much of why a scene reads as composed
    rather than gaudy. Lumenite's implementation is its own.

-----------------------------------------------------------------------
Photon Shaders - Benjamin Stott ("SixthSurge")
    https://github.com/sixthsurge/photon

    - THE END'S DUST WEB follows Photon's construction, studied from
      shaders/include/fog/end_fog_vl.glsl: a single-channel Worley field
      sampled at two scales on two wind vectors, thresholded with
      linear_step(0.60, 0.90) and a signed detail octave, with the colour
      picked by a third sample of the same field. Reimplemented in
      Lumenite's own code, as Photon's licence allows ("examine and learn
      from Photon Shaders's source code").

    No Photon files ship with Lumenite. The 3D noise volumes the dust and
    the volumetric clouds are carved from (shaders/image/cloud_billow.dat
    and cloud_wisp.dat) are Lumenite's own, generated from a fixed seed
    by tools/gen_cloud_noise.py in the repository.

-----------------------------------------------------------------------
Physics Mod - haubna (David Haubner)
    https://github.com/haubna/PhysicsMod

    - shaders/lib/physics_ocean_v1.glsl carries the mod's Ocean Physics
      1.0 wave library unchanged, from the oceans.glsl it publishes for
      shader-pack authors (commit 5202c88, linked from its
      LEGACY_OCEAN.md). It has to be the mod's own code: the mod floats
      boats and swimmers on the same wave field on its side.
    - The Ocean V3 hookup in gbuffers_water and shadow uses the calls its
      OCEAN.md documents (that file is public domain).
