aeps_Flame v1.0.0 - License and attribution

This After Effects adaptation is provided under:
Creative Commons Attribution-ShareAlike 4.0 International
CC BY-SA 4.0

License: https://creativecommons.org/licenses/by-sa/4.0/
Full terms: https://creativecommons.org/licenses/by-sa/4.0/legalcode.en

Summary
- Retain author, title, source and license notices, and identify modifications.
- Commercial and noncommercial use are permitted subject to the license.
- Share adaptations under this license or compatible ShareAlike terms.
- Do not impose additional legal or technological restrictions on licensed rights.
This summary does not replace the full terms. Legal exceptions remain unaffected.

Original work
Title: crok_flame
Original shader: Xavier Benech
Matchbox port: Ivar Beer (ivar@inferno-op.com)
Procedural noise credit: IQ
Original basis: https://www.shadertoy.com/view/XsXSWS
Matchbox reference: https://logik-matchbook.org/shader/crok_flame
License: CC BY-SA 4.0 International

After Effects adaptation
ae plugin storage | https://aepluginstorage.com

The original GLSL was adapted to C++/Direct3D 11 for Windows x64 After
Effects. Changes include SmartFX and 8/16/32bpc processing, native Position,
Emitter Size, Softness, Detail/time adjustments, visible-base alignment,
GPU resource handling, and banner/About UI. These are modifications to the
AE port. Version 1.0.0 is the first public release. The original GLSL/XML remain preserved in the source archive.

The AE integration, build tools and UI are ae plugin storage development
code. The aeps_logo_banner.png artwork was supplied by ae plugin storage;
the original shader license does not grant rights in that branding.

Adobe After Effects SDK and Microsoft compiler/SDK are external build
prerequisites, are not redistributed, and remain subject to their own terms.
No endorsement by the original contributors, Adobe, Autodesk or Microsoft
is implied. Provided as-is without warranties to the extent permitted by law.
No trademark rights are granted.

Modification history and original shader records are retained in
THIRD_PARTY_NOTICES.md and reference/ in the source archive.
