Zepholume-Shaders V1.0.3
What's new
Zepholume Shaders V1.0.3
Release file: Zepholume-Shaders-1.0.3.zip
V1.0.3 focuses on improving visual consistency, shader maths, portability, validation, and performance without turning Zepholume into an unnecessarily heavy shader pack.
Highlights
- Improved lighting transitions for smoother and more predictable skylight and block-light behaviour.
- Refined cave and interior lighting to reduce unwanted skylight leakage.
- Improved warm block-light response for more natural-looking artificial lighting.
- Further polished water lighting and reflections.
- Improved shader portability and validation across supported GPU configurations.
- Expanded regression testing to catch subtle mathematical and rendering errors before release.
- Continued optimisation of shader code and compile-time variants.
Lighting Improvements
- Corrected the skylight transition range to 0.04–0.65.
- Corrected the block-light transition range to 0.10–0.90.
- Hardened the Hermite-style lighting transition maths for more stable interpolation.
- Improved lighting consistency between bright outdoor areas, interiors, caves, and low-light environments.
- Reduced abrupt lighting changes and unintended light leakage.
Water Improvements
- Further refined the water lighting pipeline.
- Improved Fresnel behaviour and specular response.
- Removed unnecessary encode/decode behaviour from the water path.
- Reduced precision loss while keeping the water implementation lightweight.
Performance & Shader Optimisation
- Simplified shader maths where equivalent cheaper forms could safely be used.
- Continued reducing unnecessary calculations in frequently executed shader paths.
- Preserved compile-time feature removal for configurations where certain effects are not required.
- Maintained Zepholume's lightweight rendering architecture without adding expensive shadow, history, compute, or multi-pass systems.
Compatibility & Portability
- Improved portability validation for different GPU and driver combinations.
- Continued support for Iris and Oculus.
- Maintained compatibility-focused GLSL without relying on vendor-specific extensions.
- Improved compiled shader variant validation across Zepholume quality presets and supported dimensions.
Validation & Reliability
- Added stronger numerical regression testing for lighting calculations.
- Tests now verify values below, at, inside, and above lighting transition boundaries.
- Maximum observed numerical error in the tested skylight path was approximately 2.3 × 10⁻⁹.
- Maximum observed block-light error was approximately 1.1 × 10⁻¹⁶.
- Water float32 round-trip regression testing showed an error of approximately 1.19 × 10⁻⁷ before the unnecessary path was removed.
- Expanded automated shader validation and source checks to reduce the chance of silent rendering regressions.
Documentation & Development
- Updated compatibility documentation.
- Updated shader source provenance information.
- Improved validation scripts and regression-test coverage.
- Updated release documentation for V1.0.3.
Overall
Zepholume Shaders V1.0.3 is primarily a quality, correctness, portability, and optimisation release. It strengthens the shader foundation rather than adding expensive showcase effects, resulting in more consistent lighting and cleaner shader behaviour while preserving Zepholume's performance-conscious design.
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