## 🆕 What's New in v1.0.0 — *Meteor Showers & Finalized Reflection Pipeline*
Version **1.0.0** builds on the volumetric aurora work from v0.3.0 and introduces the first **v1.0.0** source snapshot in this repository. The update adds a physically-inspired meteor system to the night sky, finalizes the modern SSR path for reliable Iris compatibility, and refreshes the documentation so the project now correctly points to the `shaders v1.0.0/` folder.
### ☄️ Physically-Based Meteors / Falling Stars
* **True great-circle sky arcs.** Meteors are rendered as moving arcs on the celestial sphere instead of flat 2D streaks, so showers converge toward a shared radiant like real meteor photography.
* **Ablation-based brightness curve.** Each meteor rises, peaks, and fades with a bell-shaped light curve inspired by atmospheric entry.
* **Blackbody plasma colouring.** Meteor heads are tinted with the same Kelvin-based colour pipeline used by AuraLite's sun/moon lighting, giving physically consistent warm-to-white fireball tones.
* **Moonlight washout and weather attenuation.** Faint meteors are suppressed by bright moon phases, rain, and daytime sky brightness, improving realism and avoiding visual clutter in poor visibility.
* **Persistent trains on bright fireballs.** The strongest events leave a short-lived glowing ionization trail, including a subtle green oxygen-style tint on the lingering train.
* **Available in both Overworld and The End.** Overworld meteors respect moonlight and atmosphere; End meteors render against the permanent night sky without moon washout.
### 🪞 Finalized v1.0.0 SSR / Water Reflection Path
* **`colortex6` fully removed from the reflection workflow.** The older MRT export path was retired; `final.fsh` now reads normals directly from `colortex2` and roughness from `colortex1`, matching AuraLite's already-working PBR data path.
* **Depth-based water-surface detection.** Water is identified by comparing `depthtex0` and `depthtex1`, making reflections robust on Iris paths where water G-buffer writes may be inconsistent.
* **More stable water normals.** Reflection normals are reconstructed from neighbouring depth samples and then perturbed with coherent world-space ripple gradients, reducing faceting and torn reflections.
* **Cleaner post-pass reliability.** The reflection pipeline now lives entirely in the final post-processing pass, simplifying the frame graph and avoiding loader-specific MRT issues.
### 🎛️ New Sky Settings & Profile Integration
* New configurable options: **`SHOOTING_STARS`**, **`SHOOTING_STARS_FREQUENCY`**, and **`SHOOTING_STARS_BRIGHTNESS`**.
* Shooting stars are disabled on the lightest presets and enabled from **MED** upward through the normal profile system.
* English and Russian UI text was expanded for the new night-sky controls, while other language files continue to fall back safely.
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" }