LAVI_BLOOMZ v1.6.1 NO-END (diagnostic copy: no End folder)  -  lightweight cinematic shader for weak GPUs (Intel HD 4000 target)
Minecraft 26.2 and 26.3 + Iris (OpenGL backend). Only legacy GLSL built-ins are used, nothing version specific.

INSTALL
  Drop the zip (unextracted) into  .minecraft/shaderpacks/
  Video Settings > Shader Packs > Lavi_bloomz. Pick a profile on the first page.
  Iris needs the OpenGL renderer: keep "Prefer Vulkan (Experimental)" OFF in Video Settings.

WHAT'S NEW IN 1.6.1
  - END OPTIMISED (game crashed when entering the End with 1.6): the space sky is rebuilt much leaner -
    one random-number call per star instead of seven, cheaper noise, constants precomputed, and the
    galaxy noise is skipped away from the galaxy band. New option World > End: Sky Detail:
      Fast   = stars + black hole        (POTATO_MIN profile)
      Normal = + galaxy band (default)   (POTATO profile)
      Pretty = + nebula clouds           (BALANCED profile)
    You can change it from the Overworld before going to the End.
  - IF THE END STILL CRASHES: send me  .minecraft/logs/latest.log  (and the newest file in
    .minecraft/crash-reports/ if there is one). To test quickly, use the "NO-END" zip: same pack without
    the End folder. If that one does not crash, the End code is the cause.

WHAT'S NEW IN 1.6
  - SHADOW FIX: with shadows ON, mobs and players could turn washed-out white or pitch black. The cause was
    the 1.5 change that made mobs and chests receive sun shadows - removed again. Terrain keeps its soft
    shadows; mobs/players/chests are lit like in 1.4 (no sun shadows on them).
  - LOWER FOG: default Fog Amount is now 0.5 (was 1.0). At 64 blocks the haze is about 1/3 of what it was,
    at 128 blocks about half. Slider goes down to 0.25 (almost none); Ground Mist is also thinner.
  - THE END = SPACE: the End sky is now an Interstellar-style space scene - thousands of stars, a
    Milky-Way-like galaxy band with dust lanes, coloured nebulae and a Gargantua-style black hole with a
    glowing accretion disk. It is painted with plain math (no textures), so it costs very little.
    End terrain gets cool violet starlight and fades into dark space instead of purple haze.
    World options: End: Black Hole, End: Nebula (turn off for a plain starfield).
    (Lives in shaders/world1, the End folder; the Overworld and Nether are untouched.)

WHAT WAS NEW IN 1.5
  - Sky: deeper blue overhead, hazy horizon, soft sun halo, warm sunrise/sunset glow with a pink band
    on the opposite side, blue night gradient with moon halo, grey overcast sky in rain.
  - Clouds: now lit like real clouds - bright tops, soft grey undersides, warm sun-facing sides, silver
    edges toward the sun, orange undersides at sunset, dark heavy clouds in rain. Set Clouds to FANCY
    in Video Settings for the full bulky 3D look (Fast stays flat and cheaper).
  - Shadows: soft edges (extra taps only on shadow edges, so open ground costs the same as before)
    and better bias (less acne, less floating). New option: Shadows > Shadow Softness.
  - Rain & weather: rain/snow streaks follow the sky light instead of being lit like blocks, wet ground
    gets darker with a sky sheen, water gets choppier in rain, clouds and sky go grey, stars hide.
  - Bloom & lighting (cinematic): 7-tap bloom with warm halation, teal shadows / warm highlights,
    filmic contrast, golden-hour sun, cool shadow fill, dithering (no banding in the sky).
    Switch the whole look off with World/Post > Cinematic Look.
  - God rays: sun (and moon) shafts through trees, hills and clouds. Strongest at sunrise/sunset,
    subtle at noon, off in heavy rain and underwater. Post > God Rays / Ray Strength / Ray Samples.
  - Enchantment glow: fixed. Glint on tools and armor now has its own full-bright shader (before it was
    lit and fogged like a block, which made it dark/hazy). World > Enchant Glow changes brightness.
    Glowing eyes (spider, enderman) are full-bright too.

PROFILES
  POTATO      shadows 768 / 48 blocks, god rays 6 samples (default)
  POTATO_MIN  shadows off, god rays 4 samples - best FPS
  BALANCED    shadows 1024 / 64 blocks, god rays 8 samples

COST (what is new, in order of price)
  God rays: 4-12 depth reads per pixel, only near the sun, only when it is on screen. Biggest new cost.
  Soft shadows: 5 taps like before, 9 only on shadow edges.
  Clouds: a little more math per cloud pixel.  Bloom: 7 taps instead of 5.  Everything else is free.
  Not measured on a real HD 4000 - see the FPS tips below if it feels heavy.

IF SOMETHING LOOKS WRONG
  Striped shadows ......... Shadows > Shadow Bias up (1.5 or 2.0)
  Shadows detach .......... Shadow Bias down (0.75)
  Shadow edges too soft ... Shadow Softness down (0.5)
  God rays too strong ..... Ray Strength down, or turn God Rays off
  God rays grainy ......... Ray Samples up (8 or 10)
  Bloom too strong/hazy ... Bloom Strength down or Threshold up
  Look too warm/contrasty . turn Cinematic Look off, or Contrast down
  Enchant glow too bright . Enchant Glow down (0.75)
  Fog too thick/thin ...... World > Fog Amount (0.25 - 3.0), or turn Ground Mist off
  End sky missing ......... tell me; the sky is painted in the deferred pass of shaders/world1
  Compile error ........... send me the exact line from the Iris log (latest.log)

FPS TIPS FOR HD 4000
  Render distance 6-8, Sodium installed, clouds Fast (Fancy looks better but costs more), 1280x720 or
  lower window, Smooth Lighting on is fine. First things to turn off if FPS is low:
  God Rays, then Sun Shadows (or use POTATO_MIN).
  On 26.2 you may see Iris log warnings about 26.3-only blocks (poplar leaves, red shrub) - they should be harmless.
