#shaders/lang/en_us.lang

#Profiles
profile.MINIMUM=Minimum
profile.LOW=Low
profile.MEDIUM=Medium
profile.HIGH=High
profile.ULTRA=Ultra
profile.comment=Minimum: no shadows, no extra effects. Low : low shadows, no extra effects. Medium : low-medium shadows, and ambient occlusion. High : medium shadows, AO light shafts, and TAA. Ultra : high shadows, AO, light shafts, and TAA.

#Screens
screen.LIGHTING=Lighting
screen.SHADOW=More Shadow Config
screen.AO=Ambient Occlusion Config
screen.MCBL=Colored Blocklight Config

screen.MATERIAL=Material
screen.SPECULAR=Specular & Reflections
screen.NORMALS=Normals & Parallax
screen.EMISSIVE=Emissive

screen.ENVIRONMENT=Environment
screen.CLOUDS=Clouds
screen.FOG=Fog
screen.FOG_DENSITY_MORE=More Fog Density Config
screen.FOG_HEIGHT=Height Fog Config
screen.FOG_VANILLA=Far Vanilla Fog Config
screen.SKY=Sky
screen.SKYBOX=Skybox
screen.WATER=Water
screen.ANIMATION=Animations
screen.LIGHT_SHAFT=Light Shaft Config

screen.CAMERA=Camera
screen.DOF=Depth of Field Config

screen.COLOR=Color
screen.LIGHT_COLOR=Lighting Color
screen.LIGHT_M=Light (Morning)
screen.AMBIENT_M=Ambient (Morning)
screen.LIGHT_D=Light (Day)
screen.AMBIENT_D=Ambient (Day)
screen.LIGHT_E=Light (Evening)
screen.AMBIENT_E=Ambient (Evening)
screen.LIGHT_N=Light (Night)
screen.AMBIENT_N=Ambient (Night)
screen.MINLIGHT=Minimum Light
screen.BLOCKLIGHT_COLOR=Blocklight Color
screen.ATMOSPHERE_COLOR=Atmosphere Color
screen.SKY_COLOR=Sky Color
screen.FOG_COLOR=Fog Color
screen.WATER_COLOR=Water Color
screen.WEATHER_COLOR=Weather Color
screen.WEATHER_R=Rain (Normal)
screen.WEATHER_C=Snow (Cold Biomes)
screen.WEATHER_D=Desert
screen.WEATHER_B=Mesa
screen.WEATHER_S=Swamp
screen.WEATHER_M=Mushroom Island
screen.WEATHER_V=Savanna
screen.WEATHER_J=Jungle
screen.AURORA_COLOR=Aurora Color
screen.AURORA_L=Low Section Color
screen.AURORA_H=High Section Color
screen.DIMENSION_COLOR=Dimension Color
screen.NETHER_COLOR=Nether Color
screen.NETHER_N=Nether Wastes
screen.NETHER_V=Soul Sand Valley
screen.NETHER_C=Crimson Forest
screen.NETHER_W=Warped Forest
screen.NETHER_B=Basalt Deltas
screen.END_COLOR=End Color

screen.CGT=Color Grading & Tonemap
screen.EXPOSURE=More Exposure Config
screen.COLOR_GRADING=Color Grading Config
screen.CG_R=Red Channel
screen.CG_G=Green Channel
screen.CG_B=Blue Channel
screen.CG_T=Tint

screen.ANTIALIASING=Anti-aliasing

screen.EXTRAS=Extras

#Settings
option.ABOUT=BSL v10.1.1
option.ABOUT.comment=by Capt Tatsu. capttatsu.com
value.ABOUT.0=by Capt Tatsu

#Lighting
option.SHADOW=Realtime Shadows
option.SHADOW.comment=Enables realtime, dynamic shadow mapping.

option.shadowMapResolution=Shadowmap Quality
option.shadowMapResolution.comment=Adjusts shadowmap size. §e[*]§rHigher resolution gives sharper shadows, but reduces performance.
value.shadowMapResolution.512=Very Low (0.5K)
value.shadowMapResolution.1024=Low (1K)
value.shadowMapResolution.1536=Low Medium (1.5K)
value.shadowMapResolution.2048=Medium (2K)
value.shadowMapResolution.3072=High (3K)
value.shadowMapResolution.4096=Very High (4K)
value.shadowMapResolution.8192=Ultra High (8K)

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=Adjusts shadow distance.
value.shadowDistance.128=8 chunks
value.shadowDistance.192=12 chunks
value.shadowDistance.256=16 chunks
value.shadowDistance.384=24 chunks
value.shadowDistance.512=32 chunks
value.shadowDistance.768=48 chunks
value.shadowDistance.1024=64 chunks

option.SHADOW_COLOR=Colored Shadow
option.SHADOW_COLOR.comment=Enables tinted shadow from translucents. §a[+]§rUsed for colored volumetric light shafts. §c[-]§rSlightly higher performance cost when using shadow filtering.

option.SHADOW_FILTER=Shadow Filtering
option.SHADOW_FILTER.comment=Enables shadow filtering.

option.AO=Ambient Occlusion
option.AO.comment=Adds soft shadows around surface contact or intersection.

option.MULTICOLORED_BLOCKLIGHT=Multi-Colored Blocklight
option.MULTICOLORED_BLOCKLIGHT.comment=Enables voxel based multi-colored blocklight. §e[*]§rRequires realtime shadows. §e[*]§rIncompatible with Mac devices.

option.DESATURATION=Desaturation
option.DESATURATION.comment=Reduces saturation while adding some tint in darker areas.

option.DESATURATION_FACTOR=Desaturation Factor
option.DESATURATION_FACTOR.comment=Adjusts the maximum amount of desaturation applied.
value.DESATURATION_FACTOR.2.0=Very Low
value.DESATURATION_FACTOR.1.5=Low
value.DESATURATION_FACTOR.1.0=Medium
value.DESATURATION_FACTOR.0.5=High
value.DESATURATION_FACTOR.0.0=Very High

option.DYNAMIC_HANDLIGHT=Dynamic Handlight
option.DYNAMIC_HANDLIGHT.comment=Allows blocklight to be emitted from view when holding certain objects.
value.DYNAMIC_HANDLIGHT.0=§cOff
value.DYNAMIC_HANDLIGHT.1=Hand Only
value.DYNAMIC_HANDLIGHT.2=Full

option.HALF_LAMBERT=Half Lambert
option.HALF_LAMBERT.comment=Allows surfaces perpendicular to the sun/moon direction to receive light. §e[*]§rForces Shadow Bias Mode to Surface Normal.

#More Shadow Config
option.SHADOW_ENTITY=Entity Shadow
option.SHADOW_ENTITY.comment=Enables shadow on mobs. §e[*]§rDisable this when a huge amount of mobs are loaded. §e[*]§rOnly works on 1.16.5 and above.

option.SHADOW_BLOCK_ENTITY=Block Entity Shadow
option.SHADOW_BLOCK_ENTITY.comment=Enables shadow on block entities. §e[*]§rDisable this when a huge amount of block entities are loaded. §e[*]§rOnly works on 1.16.5 and above.

option.SHADOW_VEGETATION=Vegetation Shadow
option.SHADOW_VEGETATION.comment=Enables shadow on grass, crops, and most other plants.

option.SHADOW_CLOUD=Cloud Shadow
option.SHADOW_CLOUD.comment=Enables shadow casted by clouds.

option.SHADOW_LOD=LOD Shadow
option.SHADOW_LOD.comment=Enables screen space shadow for Distant Horizons and Voxy.

option.sunPathRotation=Sun Path Rotation
option.sunPathRotation.comment=Adjusts sun angle.

option.SHADOW_BIAS=Shadow Bias Mode
option.SHADOW_BIAS.comment=Determines how shadow mapping bias is done. Light direction mode preserves most shadow edges, but shadows look floaty at a distance. Surface normal mode preserves contact point, but shadows look shorter at a distance.
value.SHADOW_BIAS.0=Light Direction
value.SHADOW_BIAS.1=Surface Normal

option.SHADOW_PIXEL=Pixel Locked Shadows
option.SHADOW_PIXEL.comment=Applies pixelation effect on shadows.
value.SHADOW_PIXEL.0=OFF

option.SHADOW_SKY_FALLOFF=Fake Shadow Falloff
option.SHADOW_SKY_FALLOFF.comment=Adjusts how sharp the fake shadows look when realtime shadows is disabled.
value.SHADOW_SKY_FALLOFF.0.6=Very Soft
value.SHADOW_SKY_FALLOFF.0.6667=Soft
value.SHADOW_SKY_FALLOFF.0.7333=Balanced
value.SHADOW_SKY_FALLOFF.0.8=Sharp
value.SHADOW_SKY_FALLOFF.0.8667=Very Sharp

#Ambient Occlusion Config
option.AO_METHOD=AO Method
option.AO_METHOD.comment=Determines how AO is calculated. 
value.AO_METHOD.0=Modern
value.AO_METHOD.1=Classic

option.AO_STRENGTH=AO Strength
option.AO_STRENGTH.comment=Adjusts ambient occlusion strength.

option.ambientOcclusionLevel=Vanilla AO Strength
option.ambientOcclusionLevel.comment=Adjusts vanilla ambient occlusion strength.

#Colored Blocklight Config
option.MCBL_FOG=Blocklight Fog
option.MCBL_FOG.comment=Allows blocklight to emit volumetric fog. §e[*]§rRequires light shafts.

option.MCBL_FOG_STRENGTH=Blocklight Fog Strength
option.MCBL_FOG_STRENGTH.comment=Adjusts blocklight fog strength.

option.MCBL_DISTANCE=Distance
option.MCBL_DISTANCE.comment=Adjusts multi-colored blocklight distance. §e[*]§rVertical (Y) size is capped to 256 blocks.
value.MCBL_DISTANCE.128=4 chunks
value.MCBL_DISTANCE.192=6 chunks
value.MCBL_DISTANCE.256=8 chunks
value.MCBL_DISTANCE.384=12 chunks
value.MCBL_DISTANCE.512=16 chunks

option.MCBL_HALF_HEIGHT=Half Height
option.MCBL_HALF_HEIGHT.comment=Reduces multi-colored blocklight vertical distance by half.

option.MCBL_RANDOM=Random Colors
option.MCBL_RANDOM.comment=Applies random color to each block.

option.MCBL_SS=Screen Space MCBL
option.MCBL_SS.comment=Enables screen space multi-colored blocklight. §e[*]§rOnly works on 1.16.5 and above.

option.MCBL_SS_MODE=Screen Space MCBL Mode
option.MCBL_SS_MODE.comment=Determines how legacy MCBL behaves. Extend applies screen space colored light only when out of MCBL distance. Override always apply screen space colored light regardless of distance. Extend is highly recommended, Override is for advanced users only.
value.MCBL_SS_MODE.0=Extend
value.MCBL_SS_MODE.1=Override

option.MCBL_SS_ANTI_BLEED=Screen Space Anti Bleed
option.MCBL_SS_ANTI_BLEED.comment=Reduce unwanted blocklight color spread. §c[-]§rMay cause undersampling artifact to be more noticeable.

#Material
option.ADVANCED_MATERIALS=Advanced Materials
option.ADVANCED_MATERIALS.comment=Enables the use of specular and normal mapping which allows for more detail on various things.  §e[*]§rThis option requires a resource pack which contains specular and/or normal maps, disable if none is currently used. §e[*]§rOptions which requires advanced materials are indicated by *, changing these options won't affect the visuals or performance while advanced materials is disabled.

option.MATERIAL_FORMAT=Material Format*
option.MATERIAL_FORMAT.comment=Determines the specular and normal map format used by the resource pack. §e[*]§rTexture artists usually tell which format is used in their resource pack, using the wrong format may give weird results.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.SSS=Subsurface Scattering*
option.SSS.comment=Allows light to penetrate and scatter through blocks. §a[+]§rThis effect benefits from TAA.

option.BASIC_SSS=Basic Scattering
option.BASIC_SSS.comment=Enables a simplified version of subsurface scattering to certain blocks.

option.ENTITY_FLASH=Entity Flash
option.ENTITY_FLASH.comment=Enables color overlay on damaged entities and flashing creepers.

option.REFRACTION=Refraction
option.REFRACTION.comment=Enables distortion behind normal mapped transparent surfaces. §c[-]§rThe transparent surface itself will be distorted. §c[-]§rSome other features may not work properly with this effect enabled.
value.REFRACTION.0=OFF
value.REFRACTION.1=Water Only
value.REFRACTION.2=Full

option.ALBEDO_BALANCING=Albedo Balancing
option.ALBEDO_BALANCING.comment=Reduces brightness of very bright colored surfaces.

option.ALPHA_BLEND=Alpha Blending
option.ALPHA_BLEND.comment=Determines how transparency blending is done.
value.ALPHA_BLEND.0=Gamma
value.ALPHA_BLEND.1=Linear

#Specular & Reflections
option.REFLECTION=Reflections
option.REFLECTION.comment=Enables reflections on water and translucents.
value.REFLECTION.0=§cOff
value.REFLECTION.1=Sky & Specular Only
value.REFLECTION.2=Full

option.REFLECTION_TRANSLUCENT=Translucent Reflections
option.REFLECTION_TRANSLUCENT.comment=Allows reflection to be rendered on translucent surfaces, such as stained glass, ice, slime blocks, and more.

option.REFLECTION_MODE=Reflection Mode
option.REFLECTION_MODE.comment=Adjusts reflection behavior.
value.REFLECTION_MODE.0=Less Duplicates
value.REFLECTION_MODE.1=Balanced
value.REFLECTION_MODE.2=More Gap Filling

option.REFLECTION_PREVIOUS=Previous Frame Reflection
option.REFLECTION_PREVIOUS.comment=Allows translucents to be reflected by using previous frame information. §c[-]§rMay cause missing reflection on screenshot (caused by screenshot size setting). §c[-]§rIncompatible with some GPUs. §c[-]§rBugged in 1.7.10.

option.SPECULAR_HIGHLIGHT=Specular Highlight
option.SPECULAR_HIGHLIGHT.comment=Enables bright spot which appears on shiny surfaces.
value.SPECULAR_HIGHLIGHT.0=§cOff
value.SPECULAR_HIGHLIGHT.1=Opaque Only
value.SPECULAR_HIGHLIGHT.2=Full

option.REFLECTION_LOD=LOD Reflection
option.REFLECTION_LOD.comment=Determines the quality of DH and Voxy chunks in reflections.
value.REFLECTION_LOD.0=Fast
value.REFLECTION_LOD.1=Fancy

option.REFLECTION_SKY_FALLOFF=Sky Reflection Falloff
option.REFLECTION_SKY_FALLOFF.comment=Adjusts how far sky reflection fades out under low skylight.
value.REFLECTION_SKY_FALLOFF.1=Very Soft
value.REFLECTION_SKY_FALLOFF.2=Soft
value.REFLECTION_SKY_FALLOFF.4=Balanced
value.REFLECTION_SKY_FALLOFF.8=Sharp
value.REFLECTION_SKY_FALLOFF.16=Very Sharp

option.REFLECTION_SKYBOX=Reflect Skybox
option.REFLECTION_SKYBOX.comment=Allows resource pack skybox to be included in reflections. §c[-]§rSkybox is only applied to transparent surfaces.

option.REFLECTION_SPECULAR=Specular Reflection*
option.REFLECTION_SPECULAR.comment=Enables reflection on smooth or metallic surfaces.

option.REFLECTION_ROUGH=Rough Reflection*
option.REFLECTION_ROUGH.comment=Allows surfaces with lower smoothness to render blurry reflections. §c[-]§rMay contain minor artifacts.

option.REFLECTION_RAIN=Rain Reflection*
option.REFLECTION_RAIN.comment=Allows surfaces to be wet while raining.  §e[*]§rRequires specular reflection.

option.REFLECTION_RAIN_AMOUNT=Puddle Amount
option.REFLECTION_RAIN_AMOUNT.comment=Adjusts the amount of puddles created while raining.
value.REFLECTION_RAIN_AMOUNT.0.4=Very Low
value.REFLECTION_RAIN_AMOUNT.0.5=Low
value.REFLECTION_RAIN_AMOUNT.0.6=Medium
value.REFLECTION_RAIN_AMOUNT.0.7=High
value.REFLECTION_RAIN_AMOUNT.1.0=Very High

option.SPECULAR_HIGHLIGHT_ROUGH=Rough Specular Highlight*
option.SPECULAR_HIGHLIGHT_ROUGH.comment=Allows rough surfaces to have weak gloss.

option.ALBEDO_METAL=labPBR Albedo Metal*
option.ALBEDO_METAL.comment=Applies base texture as tint on hardcoded metallic surfaces. §e[*]§rWorks on labPBR material format only.

#Normals & Parallax
option.PARALLAX=Parallax Occlusion Mapping*
option.PARALLAX.comment=Adds displacement on a surface using height map.

option.PARALLAX_DEPTH=Parallax Depth*
option.PARALLAX_DEPTH.comment=Adjusts parallax deepness.
value.PARALLAX_DEPTH.0.05=5 cm
value.PARALLAX_DEPTH.0.10=10 cm
value.PARALLAX_DEPTH.0.15=15 cm
value.PARALLAX_DEPTH.0.20=20 cm
value.PARALLAX_DEPTH.0.25=25 cm
value.PARALLAX_DEPTH.0.30=30 cm
value.PARALLAX_DEPTH.0.35=35 cm
value.PARALLAX_DEPTH.0.40=40 cm
value.PARALLAX_DEPTH.0.45=45 cm
value.PARALLAX_DEPTH.0.50=50 cm

option.PARALLAX_QUALITY=Parallax Samples*
option.PARALLAX_QUALITY.comment=Adjusts the quality of parallax occlusion mapping.

option.PARALLAX_DISTANCE=Parallax Distance*
option.PARALLAX_DISTANCE.comment=Adjusts how far parallax occlusion mapping and self shadows can be rendered.

option.PARALLAX_PORTAL=Portal Parallax
option.PARALLAX_PORTAL.comment=Enables parallax effect on nether & end portal.

option.SELF_SHADOW=Self Shadows*
option.SELF_SHADOW.comment=Allows a surface to cast shadow to itself using heightmap.

option.SELF_SHADOW_ANGLE=Self Shadows Angle*
option.SELF_SHADOW_ANGLE.comment=Adjusts the self shadowing angle, higher value allows the shadow to travel further.

option.SELF_SHADOW_QUALITY=Self Shadows Samples*
option.SELF_SHADOW_QUALITY.comment=Adjusts the quality of self shadowing.

option.SELF_SHADOW_STRENGTH=Self Shadows Strength*
option.SELF_SHADOW_STRENGTH.comment=Adjusts the intensity of self shadowing.

option.DIRECTIONAL_LIGHTMAP=Directional Lightmap*
option.DIRECTIONAL_LIGHTMAP.comment=Adds normal mapping to vanilla lighting. §c[-]§rLightmap may glitch with this effect enabled.

option.DIRECTIONAL_LIGHTMAP_STRENGTH=Dir. Lightmap Strength*
option.DIRECTIONAL_LIGHTMAP_STRENGTH.comment=Adjusts the intensity of Directional Lightmap.
value.DIRECTIONAL_LIGHTMAP_STRENGTH.2.0=Very Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.4=Low
value.DIRECTIONAL_LIGHTMAP_STRENGTH.1.0=Medium
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.7=High
value.DIRECTIONAL_LIGHTMAP_STRENGTH.0.5=Very High

option.NORMAL_DAMPENING=Normal Dampening*
option.NORMAL_DAMPENING.comment=Reduces normal map strength to prevent reflections being too noisy.

option.NORMAL_PLANTS=Up-facing Plants
option.NORMAL_PLANTS.comment=Adjusts plant shading. §e[*]§rDisable this if non-flat plant model is used or normal map applied on plants.

#Emissive
option.EMISSIVE=Emissive
option.EMISSIVE.comment=Allows certain surfaces to be brighter.
value.EMISSIVE.0=§cOff
value.EMISSIVE.1=AdvMat Only*
value.EMISSIVE.2=Full

option.EMISSIVE_HARDCODED=Hardcoded Emissive
option.EMISSIVE_HARDCODED.comment=Determines how emissive amount is calculated.
value.EMISSIVE_HARDCODED.0=Default
value.EMISSIVE_HARDCODED.1=Legacy

option.GLOWING_ORES=Enhance Ore Visibility
option.GLOWING_ORES.comment=Adds subtle emission to ores when affected by blocklight.

option.EMISSIVE_INTENSITY=Emissive Intensity
option.EMISSIVE_INTENSITY.comment=Adjusts peak brightness of emissives.

option.EMISSIVE_CURVE=Emissive Curve
option.EMISSIVE_CURVE.comment=Adjusts how quickly emissives can reach peak brightness. 

#Environment
option.LIGHT_SHAFT=Light Shafts
option.LIGHT_SHAFT.comment=Adds volumetric rays from sun / moon. §a[+]§rThis effect benefits from TAA. §e[*]§rRequires realtime shadows. §e[*]§rPerformance depends on Shadowmap Resolution.

option.WEATHER_PERBIOME=Per Biome Weather
option.WEATHER_PERBIOME.comment=Use varied weather color for different biomes. §c[-]§rMay not work under unknown conditions.

option.WEATHER_OPACITY=Weather Opacity
option.WEATHER_OPACITY.comment=Adjusts weather opacity.

option.DH_OVERDRAW=DH Overdraw
option.DH_OVERDRAW.comment=Adjusts the amount of overlap between regular chunks and distant horizons chunks.
value.DH_OVERDRAW.1.0=0 chunks
value.DH_OVERDRAW.2.0=1 chunk
value.DH_OVERDRAW.3.0=2 chunks
value.DH_OVERDRAW.4.0=3 chunks
value.DH_OVERDRAW.5.0=4 chunks
value.DH_OVERDRAW.6.0=5 chunks
value.DH_OVERDRAW.7.0=6 chunks
value.DH_OVERDRAW.8.0=7 chunks
value.DH_OVERDRAW.9.0=8 chunks

#Cloud
option.CLOUDS=Clouds
option.CLOUDS.comment=Enables clouds. §a[+]§rSkybox and volumetric clouds benefit from TAA. §e[*]§rVanilla clouds requires vanilla cloud setting set to default or on.
value.CLOUDS.0=§cOff
value.CLOUDS.1=Skybox
value.CLOUDS.2=Volumetric
value.CLOUDS.3=Vanilla

option.CLOUD_BASE=Base Shape
option.CLOUD_BASE.comment=Determines which noise type used for the cloud's base shape.
value.CLOUD_BASE.0=Perlin
value.CLOUD_BASE.1=Worley
value.CLOUD_BASE.2=Blocky

option.CLOUD_DENSITY=Density
option.CLOUD_DENSITY.comment=Adjusts cloud density, higher density makes artifacts more visible.
value.CLOUD_DENSITY.1=Very Low
value.CLOUD_DENSITY.2=Low
value.CLOUD_DENSITY.4=Medium
value.CLOUD_DENSITY.6=High
value.CLOUD_DENSITY.8=Very High

option.CLOUD_AMOUNT=Amount
option.CLOUD_AMOUNT.comment=Adjusts cloud amount. §e[*]§rThis option is ignored by blocky base shape.
value.CLOUD_AMOUNT.12.0=Very Low
value.CLOUD_AMOUNT.11.0=Low
value.CLOUD_AMOUNT.10.0=Medium
value.CLOUD_AMOUNT.9.0=High
value.CLOUD_AMOUNT.8.0=Very High

option.CLOUD_HEIGHT=Height
option.CLOUD_HEIGHT.comment=Adjusts cloud height.
value.CLOUD_HEIGHT.-1=Auto

option.CLOUD_SCALE=Volumetric Scale
option.CLOUD_SCALE.comment=Adjusts volumetric cloud size.

option.CLOUD_STRETCH=Stretch
option.CLOUD_STRETCH.comment=Adjusts cloud stretch.
value.CLOUD_STRETCH.2.0=Very Low
value.CLOUD_STRETCH.1.4=Low
value.CLOUD_STRETCH.1.0=Medium
value.CLOUD_STRETCH.0.7=High
value.CLOUD_STRETCH.0.5=Very High

option.CLOUD_THICKNESS=Thickness
option.CLOUD_THICKNESS.comment=Adjusts cloud thickness.
value.CLOUD_THICKNESS.2=Very Low
value.CLOUD_THICKNESS.4=Low
value.CLOUD_THICKNESS.5=Medium
value.CLOUD_THICKNESS.7=High
value.CLOUD_THICKNESS.10=Very High

option.CLOUD_DETAIL=Detail
option.CLOUD_DETAIL.comment=Adjusts cloud detail.  §e[*]§rThis option is ignored by blocky base shape.
value.CLOUD_DETAIL.0.3=Very Low
value.CLOUD_DETAIL.0.7=Low
value.CLOUD_DETAIL.1.0=Medium
value.CLOUD_DETAIL.1.3=High
value.CLOUD_DETAIL.1.7=Very High

option.CLOUD_SPEED=Speed
option.CLOUD_SPEED.comment=Adjusts cloud speed.

option.CLOUD_OPACITY=Opacity
option.CLOUD_OPACITY.comment=Adjusts cloud opacity.

option.CLOUD_BRIGHTNESS=Brightness
option.CLOUD_BRIGHTNESS.comment=Adjusts cloud brightness.

option.CLOUD_REVEAL=Reveal Sun & Moon
option.CLOUD_REVEAL.comment=Reduces amount of cloud around sun & moon. §e[*]§rThis option is ignored by blocky base shape.

#Fog
option.FOG_DENSITY=Overworld Fog Density
option.FOG_DENSITY.comment=Adjusts fog density while in the overworld.

option.FOG_DENSITY_NETHER=Nether Density
option.FOG_DENSITY_NETHER.comment=Adjusts fog density while in the nether.

option.FOG_DENSITY_END=End Density
option.FOG_DENSITY_END.comment=Adjusts fog density while in the end.

option.FOG_HEIGHT=Height Fog
option.FOG_HEIGHT.comment= Enables height fog, reducing fog amount based on height.

option.FAR_VANILLA_FOG=Far Vanilla Fog
option.FAR_VANILLA_FOG.comment=Enables vanilla-like fog. §e[*]§rThis option is affected by fog density.
value.FAR_VANILLA_FOG.0=§cOff
value.FAR_VANILLA_FOG.1=Overworld Only
value.FAR_VANILLA_FOG.2=Nether & End Only
value.FAR_VANILLA_FOG.3=Full

option.FOG_INTERIOR=Interior Fog Fix
option.FOG_INTERIOR.comment=Prevents interior fog removal while the player is above sea level (Y: 62).

#Fog Density
option.FOG_DENSITY_NIGHT=Night - Weather Density
option.FOG_DENSITY_NIGHT.comment=Adjusts fog density multiplier at night and while raining.

option.FOG_DENSITY_WEATHER=Weather Density
option.FOG_DENSITY_WEATHER.comment=Adjusts fog density multiplier while raining.

option.FOG_DENSITY_COLD=Cold Density
option.FOG_DENSITY_COLD.comment=Adjusts fog density multiplier while standing on cold biomes. Cold biomes include any biome where snow occurs. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DRY=Dry Density
option.FOG_DENSITY_DRY.comment=Adjusts fog density multiplier while standing on dry biomes. Dry biomes include desert, badlands/mesa, and savanna. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_DAMP=Damp Density
option.FOG_DENSITY_DAMP.comment=Adjusts fog density multiplier while standing on damp biomes. Damp biomes include swamp, mushroom island, and jungle. §e[*]§rRequires Per Biome Weather.

option.FOG_DENSITY_INDOOR=Indoor Density
option.FOG_DENSITY_INDOOR.comment=Adjusts fog density multiplier while indoors.

option.FOG_DENSITY_LOD=LOD Density
option.FOG_DENSITY_LOD.comment=Adjusts overworld fog density multiplier while using Distant Horizons or Voxy.

#Height Fog
option.FOG_HEIGHT_Y=Base Height
option.FOG_HEIGHT_Y.comment=Adjusts the height where height fog starts occuring.

option.FOG_HEIGHT_FALLOFF=Height Falloff
option.FOG_HEIGHT_FALLOFF.comment=Adjusts height fog's size. Lower value reduces the amount of fog on mountains.

#Far Vanilla Fog
option.FAR_VANILLA_FOG_STYLE=Far Vanilla Fog Style
option.FAR_VANILLA_FOG_STYLE.comment=Spherical works like vanilla fog. Cylindrical ignores Y axis.
value.FAR_VANILLA_FOG_STYLE.0=Spherical
value.FAR_VANILLA_FOG_STYLE.1=Cylindrical

option.FOG_DENSITY_VANILLA=Vanilla Density
option.FOG_DENSITY_VANILLA.comment=Adjusts fog density for vanilla fog.

option.FOG_VANILLA_CLOUD=Vanilla Cloud Fog
option.FOG_VANILLA_CLOUD.comment=Enables fog on vanilla cloud. Auto uses "Minimal" on 1.21.6 or above, otherwise "Full".
value.FOG_VANILLA_CLOUD.0=§cOff
value.FOG_VANILLA_CLOUD.1=Minimal
value.FOG_VANILLA_CLOUD.2=Reduced
value.FOG_VANILLA_CLOUD.3=Full
value.FOG_VANILLA_CLOUD.4=Auto

#Sky
option.SKY_DENSITY_D=Day Density
option.SKY_EXPOSURE_D=Day Exposure
option.SKY_DENSITY_N=Night Density
option.SKY_EXPOSURE_N=Night Exposure
option.SKY_DENSITY_W=Weather Density
option.SKY_EXPOSURE_W=Weather Exposure
option.SKY_HORIZON_N=Near Horizon
option.SKY_HORIZON_F=Far Horizon

option.SKY_DESATURATION=Sky Desaturation
option.SKY_DESATURATION.comment=Reduces saturation while adding some tint to the skybox at night

option.SKY_GROUND=Sky Ground
option.SKY_GROUND.comment=Darkens the bottom part of the sky. §e[*]§rThis option is affected by fog density.
value.SKY_GROUND.0=§cOff
value.SKY_GROUND.1=Reflections Only
value.SKY_GROUND.2=Full

option.SKY_UNDERGROUND=Underground Sky Fix
option.SKY_UNDERGROUND.comment=Hides the sky when the player is in dark area and under sea level (Y: 62). §c[-]§rNot suitable for low superflat worlds.

option.SHADER_END_SKY=Shader End Sky
option.SHADER_END_SKY.comment=Replaces vanilla/modded end skybox with shader based end skybox.

option.SKY_DEFERRED=Deferred Sky
option.SKY_DEFERRED.comment=Renders sky after opaque surfaces are drawn instead of at the beginning. §e[*]§rThis affects resource pack sky rendering.

#Skybox
option.SHADER_SUN_MOON=Shader Sun & Moon
option.SHADER_SUN_MOON.comment=Enables shader based sun & moon. §e[*]§rDisable vanilla sun & moon in Video Settings > Details > Sun & Moon on 1.16.4 or below.

option.SUN_MOON_GROUND=Sun & Moon Ground
option.SUN_MOON_GROUND.comment=Fades sun & moon below the horizon when enabled.

option.STARS=Stars
option.STARS.comment=Enables stars.

option.AURORA=Aurora
option.AURORA.comment=Enables aurora. §a[+]§rThis effect benefits from TAA.
value.AURORA.0=Off
value.AURORA.1=Snow Biomes Only
value.AURORA.2=Full

option.SKYBOX_INTENSITY=Skybox Intensity
option.SKYBOX_INTENSITY.comment=Adjusts skybox intensity.

option.SKYBOX_OPACITY=Skybox Opacity
option.SKYBOX_OPACITY.comment=Adjusts skybox opacity. §c[-]§rOnly available for 1.16.5 or above.

option.SUN_INTENSITY=Sun Intensity
option.SUN_INTENSITY.comment=Adjusts skybox sun intensity. §c[-]§rOnly available for 1.16.5 or above.

option.MOON_INTENSITY=Moon Intensity
option.MOON_INTENSITY.comment=Adjusts skybox moon intensity. §c[-]§rOnly available for 1.16.5 or above.

option.SHADER_SUN_MOON_SHAPE=Sun & Moon Shape
option.SHADER_SUN_MOON_SHAPE.comment=Determines the shape of shader based sun & moon and specular highlight.
value.SHADER_SUN_MOON_SHAPE.0=Round
value.SHADER_SUN_MOON_SHAPE.1=Square

option.SHADER_SUN_MOON_SIZE=Sun & Moon Size
option.SHADER_SUN_MOON_SIZE.comment=Adjusts size for round sun & moon and specular highlight.

#Water
option.WATER_MODE=Water Texture Mode
option.WATER_MODE.comment=Determines whether vanilla water texture should be used. Default : shader's flat water color, no texture. Vanilla : vanilla texture. Tinted Vanilla : vanilla texture with shader's water color. Flat Vanilla : vanilla's flat water color.
value.WATER_MODE.0=Default
value.WATER_MODE.1=Vanilla
value.WATER_MODE.2=Tinted Vanilla
value.WATER_MODE.3=Flat Vanilla

option.WATER_ALPHA_MODE=Water Alpha Mode
option.WATER_ALPHA_MODE.comment=Determines whether the water uses shader based or texture alpha value. §e[*]§rSome effect will keep using shader based alpha value.
value.WATER_ALPHA_MODE.0=Flat
value.WATER_ALPHA_MODE.1=Vanilla

option.WATER_NORMALS=Normals
option.WATER_NORMALS.comment=Enables realtime-generated normal mapping for water. §e[*]§rResource pack normals requires advanced materials enabled.
value.WATER_NORMALS.0=None
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin
value.WATER_NORMALS.3=Resource Pack

option.WATER_PARALLAX=Parallax
option.WATER_PARALLAX.comment=Enables water displacement.

option.WATER_SHADOW_COLOR=Water Colored Shadows
option.WATER_SHADOW_COLOR.comment=Determines whether water should cast colored shadows for tinting. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged.

option.WATER_CAUSTICS=Water Caustics
option.WATER_CAUSTICS.comment=Determines whether water should cast caustics. §e[*]§rEnabling this will prevent transparent objects from casting colored shadows when submerged. §e[*]§rRequires realtime shadows.

option.WATER_DETAIL=Detail
option.WATER_DETAIL.comment=Adjusts the ratio between large and small water normals.
value.WATER_DETAIL.0.05=5%
value.WATER_DETAIL.0.10=10%
value.WATER_DETAIL.0.15=15%
value.WATER_DETAIL.0.20=20%
value.WATER_DETAIL.0.25=25%
value.WATER_DETAIL.0.30=30%
value.WATER_DETAIL.0.35=35%
value.WATER_DETAIL.0.40=40%
value.WATER_DETAIL.0.45=45%
value.WATER_DETAIL.0.50=50%

option.WATER_BUMP=Bumpiness
option.WATER_BUMP.comment=Adjusts the intensity of water normals.

option.WATER_SHARPNESS=Sharpness
option.WATER_SHARPNESS.comment=Adjusts the sharpness of water normals and the amount of caustics.
value.WATER_SHARPNESS.0.8=Low
value.WATER_SHARPNESS.0.5=Medium
value.WATER_SHARPNESS.0.2=High

option.WATER_SPEED=Speed
option.WATER_SPEED.comment=Adjusts the noise speed for water normals.

option.WATER_FOG=Water Fog
option.WATER_FOG.comment=Determines whether water fog is only visible while underwater or at all times.
value.WATER_FOG.0=Underwater Only
value.WATER_FOG.1=Full

option.WATER_FOG_DENSITY=Water Fog Density
option.WATER_FOG_DENSITY.comment=Adjusts water fog density.

option.WATER_CAUSTICS_STRENGTH=Caustics Strength
option.WATER_CAUSTICS_STRENGTH.comment=Adjusts water caustics strength.

option.WATER_PIXEL=Pixel Lock
option.WATER_PIXEL.comment=Applies pixelation effect on water normals.
value.WATER_PIXEL.0=OFF

#Animations
option.ANIMATION_STRENGTH=Animation Strength
option.ANIMATION_STRENGTH.comment=Adjusts animation strength. §c[-]§rHigher strength may increase the chance of clipping to occur.

option.ANIMATION_SPEED=Animation Speed
option.ANIMATION_SPEED.comment=Adjusts animation speed.

option.WORLD_TIME_ANIMATION=World Time Animation
option.WORLD_TIME_ANIMATION.comment=Use ingame time for moving objects. §e[*]§rThis option is mostly used when making cinematics. §c[-]§rThis option completely stops animation in the Nether & End.

option.WAVING_GRASS=Grass
option.WAVING_GRASS.comment=Allows grass to wave.

option.WAVING_CROP=Crops
option.WAVING_CROP.comment=Allows plants on farmlands to wave.

option.WAVING_PLANT=Plants
option.WAVING_PLANT.comment=Allows various plants to wave.

option.WAVING_TALL_PLANT=Tall Plants
option.WAVING_TALL_PLANT.comment=Allows 2 block height plants to wave.

option.WAVING_LEAF=Leaves
option.WAVING_LEAF.comment=Allows leaves to wave.

option.WAVING_VINE=Vines
option.WAVING_VINE.comment=Allows vines to wave.

option.WAVING_WATER=Water
option.WAVING_WATER.comment=Allows water to wave.

option.WAVING_LAVA=Lava
option.WAVING_LAVA.comment=Allows lava to wave.

option.WAVING_FIRE=Fire
option.WAVING_FIRE.comment=Allows fire to wave.

option.WAVING_LANTERN=Lantern
option.WAVING_LANTERN.comment=Allows lantern to wave.

#Light Shaft
option.LIGHT_SHAFT_STRENGTH=Light Shaft Strength
option.LIGHT_SHAFT_STRENGTH.comment=Adjusts light shaft strength.

option.LIGHT_SHAFT_END_SMOKE=End Smoke
option.LIGHT_SHAFT_END_SMOKE.comment=Adjusts the amount of smoke on light shafts while in the end dimension.

option.LIGHT_SHAFT_MORNING_FALLOFF=Morning Falloff
option.LIGHT_SHAFT_MORNING_FALLOFF.comment=Adjusts light shaft radius during sunrise/sunset. Higher value causes light shaft to appear wider.

option.LIGHT_SHAFT_DAY_FALLOFF=Day Falloff
option.LIGHT_SHAFT_DAY_FALLOFF.comment=Adjusts light shaft radius at noon. Higher value causes light shaft to appear wider.

option.LIGHT_SHAFT_NIGHT_FALLOFF=Night Falloff
option.LIGHT_SHAFT_NIGHT_FALLOFF.comment=Adjusts light shaft radius at night. Higher value causes light shaft to appear wider.

option.LIGHT_SHAFT_WEATHER_FALLOFF=Weather Falloff
option.LIGHT_SHAFT_WEATHER_FALLOFF.comment=Adjusts light shaft radius multiplier while raining.

#Camera
option.DOF=Depth of Field
option.DOF.comment=Enables camera focus effect.

option.MOTION_BLUR=Motion Blur
option.MOTION_BLUR.comment=Enables camera motion based blurring.

option.MOTION_BLUR_STRENGTH=Motion Blur Strength
option.MOTION_BLUR_STRENGTH.comment=Adjusts motion blur intensity.

option.BLOOM_RADIUS=Bloom Radius
option.BLOOM_RADIUS.comment=Adjusts how far the glow spreads.
value.BLOOM_RADIUS.1=Low
value.BLOOM_RADIUS.2=Medium
value.BLOOM_RADIUS.3=High

option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Adjusts bloom intensity.

option.BLOOM_CONTRAST=Bloom Contrast
option.BLOOM_CONTRAST.comment=Adjusts whether the bloom should preserve color contrast or detail visibility. Higher value preserves color contrast while lower value preserves detail visibility.
value.BLOOM_CONTRAST.-4=-1.00
value.BLOOM_CONTRAST.-3=-0.75
value.BLOOM_CONTRAST.-2=-0.50
value.BLOOM_CONTRAST.-1=-0.25
value.BLOOM_CONTRAST.0=0.00
value.BLOOM_CONTRAST.1=0.25
value.BLOOM_CONTRAST.2=0.50
value.BLOOM_CONTRAST.3=0.75
value.BLOOM_CONTRAST.4=1.00

option.DIRTY_LENS=Dirty Lens
option.DIRTY_LENS.comment=Adds dusty particle effect to bloom.

option.LENS_FLARE=Lens Flare
option.LENS_FLARE.comment=Enables lens flare.

option.LENS_FLARE_STRENGTH=Lens Flare Strength
option.LENS_FLARE_STRENGTH.comment=Adjusts lens flare intensity.

option.VIGNETTE=Vignette
option.VIGNETTE.comment=Fades the edge of the screen to black. §e[*]§rDisable for 360 imaging.

option.VIGNETTE_STRENGTH=Vignette Strength
option.VIGNETTE_STRENGTH.comment=Adjusts vignette intensity.
value.VIGNETTE_STRENGTH.0.26=0.1
value.VIGNETTE_STRENGTH.0.51=0.2
value.VIGNETTE_STRENGTH.0.72=0.3
value.VIGNETTE_STRENGTH.0.91=0.4
value.VIGNETTE_STRENGTH.1.06=0.5
value.VIGNETTE_STRENGTH.1.19=0.6
value.VIGNETTE_STRENGTH.1.28=0.7
value.VIGNETTE_STRENGTH.1.36=0.8
value.VIGNETTE_STRENGTH.1.40=0.9
value.VIGNETTE_STRENGTH.1.41=1.0

option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CHROMATIC_ABERRATION.comment=Adds color distortion around the borders.
value.CHROMATIC_ABERRATION.0=OFF
value.CHROMATIC_ABERRATION.1=Very Weak
value.CHROMATIC_ABERRATION.2=Weak
value.CHROMATIC_ABERRATION.3=Moderate
value.CHROMATIC_ABERRATION.4=Strong

option.UNDERWATER_DISTORTION=Underwater Distortion
option.UNDERWATER_DISTORTION.comment=Applies screen distortion while underwater.

#Depth of Field
option.DOF_FOCUS_MODE=DoF Focus Mode
option.DOF_FOCUS_MODE.comment=Determines how focus distance is calculated. Auto uses center depth. Auto adjustable uses depth on Auto Focus X & Y. Manual uses focus distance slider. Manual+ uses focus distance slider and brightness slider (in video settings).
value.DOF_FOCUS_MODE.0=Auto
value.DOF_FOCUS_MODE.1=Auto Adjustable
value.DOF_FOCUS_MODE.2=Manual
value.DOF_FOCUS_MODE.3=Manual+

option.DOF_STRENGTH=DoF Strength
option.DOF_STRENGTH.comment=Adjusts the focus strength, higher value blurs quicker.

option.DOF_FOCUS_X=Auto Focus X
option.DOF_FOCUS_X.comment=Adjusts horizontal position of the auto focus point. §c[-]§rThis option is ignored in Auto mode.

option.DOF_FOCUS_Y=Auto Focus Y
option.DOF_FOCUS_Y.comment=Adjusts vertical position of the auto focus point. §c[-]§rThis option is ignored in Auto mode.

option.DOF_FOCUS_SPEED=Auto Focus Speed
option.DOF_FOCUS_SPEED.comment=Adjusts the speed of focus distance smoothing. §c[-]§rThis option is ignored in Auto mode.

option.DOF_FOCUS_POINT=Show Auto Focus Point
option.DOF_FOCUS_POINT.comment=Shows focus point as a white dot.

option.DOF_FOCUS_DISTANCE=DoF Focus Distance
option.DOF_FOCUS_DISTANCE.comment=Determines focus distance while using manual focus mode.

#Color
option.LIGHT_MR=Red
option.LIGHT_MG=Green
option.LIGHT_MB=Blue
option.LIGHT_MI=Intensity

option.LIGHT_DR=Red
option.LIGHT_DG=Green
option.LIGHT_DB=Blue
option.LIGHT_DI=Intensity

option.LIGHT_ER=Red
option.LIGHT_EG=Green
option.LIGHT_EB=Blue
option.LIGHT_EI=Intensity

option.LIGHT_NR=Red
option.LIGHT_NG=Green
option.LIGHT_NB=Blue
option.LIGHT_NI=Intensity

option.AMBIENT_MR=Red
option.AMBIENT_MG=Green
option.AMBIENT_MB=Blue
option.AMBIENT_MI=Intensity

option.AMBIENT_DR=Red
option.AMBIENT_DG=Green
option.AMBIENT_DB=Blue
option.AMBIENT_DI=Intensity

option.AMBIENT_ER=Red
option.AMBIENT_EG=Green
option.AMBIENT_EB=Blue
option.AMBIENT_EI=Intensity

option.AMBIENT_NR=Red
option.AMBIENT_NG=Green
option.AMBIENT_NB=Blue
option.AMBIENT_NI=Intensity

option.MINLIGHT_R=Red
option.MINLIGHT_G=Green
option.MINLIGHT_B=Blue
option.MINLIGHT_I=Intensity
value.MINLIGHT_I.0.30=0.30 (Moody)
value.MINLIGHT_I.0.50=0.50 (Default)
value.MINLIGHT_I.0.70=0.70 (Bright)

option.BLOCKLIGHT_R=Red
option.BLOCKLIGHT_G=Green
option.BLOCKLIGHT_B=Blue
option.BLOCKLIGHT_I=Intensity

option.SKY_R=Red
option.SKY_G=Green
option.SKY_B=Blue
option.SKY_I=Intensity

option.FOG_R=Red
option.FOG_G=Green
option.FOG_B=Blue
option.FOG_I=Intensity

option.WATER_R=Red
option.WATER_G=Green
option.WATER_B=Blue
option.WATER_I=Intensity
option.WATER_A=Alpha
option.WATER_F=Fog Intensity
option.WATER_VI=Vanilla Intensity
option.WATER_VA=Vanilla Alpha Curve

option.WEATHER_RR=Red
option.WEATHER_RG=Green
option.WEATHER_RB=Blue
option.WEATHER_RI=Intensity

option.WEATHER_CR=Red
option.WEATHER_CG=Green
option.WEATHER_CB=Blue
option.WEATHER_CI=Intensity

option.WEATHER_DR=Red
option.WEATHER_DG=Green
option.WEATHER_DB=Blue
option.WEATHER_DI=Intensity

option.WEATHER_BR=Red
option.WEATHER_BG=Green
option.WEATHER_BB=Blue
option.WEATHER_BI=Intensity

option.WEATHER_SR=Red
option.WEATHER_SG=Green
option.WEATHER_SB=Blue
option.WEATHER_SI=Intensity

option.WEATHER_MR=Red
option.WEATHER_MG=Green
option.WEATHER_MB=Blue
option.WEATHER_MI=Intensity

option.WEATHER_VR=Red
option.WEATHER_VG=Green
option.WEATHER_VB=Blue
option.WEATHER_VI=Intensity

option.WEATHER_JR=Red
option.WEATHER_JG=Green
option.WEATHER_JB=Blue
option.WEATHER_JI=Intensity

option.AURORA_LR=Red
option.AURORA_LG=Green
option.AURORA_LB=Blue
option.AURORA_LI=Intensity

option.AURORA_HR=Red
option.AURORA_HG=Green
option.AURORA_HB=Blue
option.AURORA_HI=Intensity

option.NETHER_NR=Red
option.NETHER_NG=Green
option.NETHER_NB=Blue
option.NETHER_NI=Intensity

option.NETHER_VR=Red
option.NETHER_VG=Green
option.NETHER_VB=Blue
option.NETHER_VI=Intensity

option.NETHER_CR=Red
option.NETHER_CG=Green
option.NETHER_CB=Blue
option.NETHER_CI=Intensity

option.NETHER_WR=Red
option.NETHER_WG=Green
option.NETHER_WB=Blue
option.NETHER_WI=Intensity

option.NETHER_BR=Red
option.NETHER_BG=Green
option.NETHER_BB=Blue
option.NETHER_BI=Intensity

option.END_R=Red
option.END_G=Green
option.END_B=Blue
option.END_I=Intensity

option.NIGHT_MOON_PHASE=Use Moon Phase
option.NIGHT_MOON_PHASE.comment=Allows moon phase to affect light & ambient intensity at night.

option.EMISSIVE_RECOLOR=Emissive Recolor
option.EMISSIVE_RECOLOR.comment=Tints certain emissive blocks with blocklight color. §c[-]§rIncompatible with multi-colored blocklight.

option.SKY_VANILLA=Vanilla Sky
option.SKY_VANILLA.comment=Use vanilla sky color.

option.USE_FOG_COLOR=Use Fog Color
option.USE_FOG_COLOR.comment=Allows vanilla fog color to be used while Vanilla Sky is enabled.

option.SKY_BLEND=Sky Blend
option.SKY_BLEND.comment=Adjusts fog color blending on the sky.

option.FOG_BLEND=Fog Blend
option.FOG_BLEND.comment=Adjusts fog color blending on the fog.

option.NETHER_VANILLA=Vanilla Nether
option.NETHER_VANILLA.comment=Use vanilla nether color.

#Color Grading & Tonemap
option.EXPOSURE=Exposure
option.EXPOSURE.comment=Adjusts overall brightness.

option.AUTO_EXPOSURE=Auto Exposure
option.AUTO_EXPOSURE.comment=Enables automatic adjustment to overall brightness.

option.CLASSIC_EXPOSURE=Classic Exposure
option.CLASSIC_EXPOSURE.comment=Enables increased exposure when going indoors.

option.COLOR_GRADING=Color Grading
option.COLOR_GRADING.comment=Enables color grading. §e[*]§rThis option doesn't need to be enabled to change tonemap, saturation, and vibrance sliders.

option.TONEMAP_LOWER_CURVE=Tonemap Lower Curve
option.TONEMAP_LOWER_CURVE.comment=Adjusts contrast of darker colors.

option.TONEMAP_UPPER_CURVE=Tonemap Upper Curve
option.TONEMAP_UPPER_CURVE.comment=Adjusts contrast of brighter colors.

option.TONEMAP_WHITE_CURVE=Tonemap White Curve
option.TONEMAP_WHITE_CURVE.comment=Adjusts how quickly the tonemapped color can reach maximum brightness.

option.TONEMAP_WHITE_PATH=Tonemap White Path
option.TONEMAP_WHITE_PATH.comment=Adjusts how quickly bright and saturated color turns into white.

option.SATURATION=Saturation
option.SATURATION.comment=Adjusts saturation of all colors.

option.VIBRANCE=Vibrance
option.VIBRANCE.comment=Adjusts saturation of less saturated colors, well saturated colors are less affected.

#More Exposure Config
option.AUTO_EXPOSURE_RADIUS=Auto Exposure Radius
option.AUTO_EXPOSURE_RADIUS.comment=Adjusts how much of the screen being used for exposure calculation.
value.AUTO_EXPOSURE_RADIUS.0.002=Very Low
value.AUTO_EXPOSURE_RADIUS.0.04=Low
value.AUTO_EXPOSURE_RADIUS.0.18=Medium
value.AUTO_EXPOSURE_RADIUS.0.35=High
value.AUTO_EXPOSURE_RADIUS.0.7=Very High

option.AUTO_EXPOSURE_SPEED=Auto Exposure Speed
option.AUTO_EXPOSURE_SPEED.comment=Adjusts how fast the exposure change occurs. §c[-]§rFast speed or above may cause flashing in combination with low radius.
value.AUTO_EXPOSURE_SPEED.0.33=Very Slow
value.AUTO_EXPOSURE_SPEED.1.00=Slow
value.AUTO_EXPOSURE_SPEED.3.33=Medium
value.AUTO_EXPOSURE_SPEED.10.00=Fast
value.AUTO_EXPOSURE_SPEED.33.33=Very Fast

#Color Grading Config
option.CG_RR=Red - Red Value
option.CG_RG=Red - Green Value
option.CG_RB=Red - Blue Value
option.CG_RI=Red Strength Value
option.CG_RM=Minimal Red Value
option.CG_RC=Red Curve Value

option.CG_GR=Green - Red Value
option.CG_GG=Green - Green Value
option.CG_GB=Green - Blue Value
option.CG_GI=Green Strength Value
option.CG_GM=Minimal Green Value
option.CG_GC=Green Curve Value

option.CG_BR=Blue - Red Value
option.CG_BG=Blue - Green Value
option.CG_BB=Blue - Blue Value
option.CG_BI=Blue Strength Value
option.CG_BM=Minimal Blue Value
option.CG_BC=Blue Curve Value

option.CG_TR=Tint - Red Value
option.CG_TG=Tint - Green Value
option.CG_TB=Tint - Blue Value
option.CG_TI=Tint Strength Value
option.CG_TM=Tint Mix Value

#Anti-aliasing
option.FXAA=FXAA
option.FXAA.comment=Enables fast approximate anti-aliasing, done by smoothing out edges with minimal performance cost. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled (Optifine only).

option.TAA=TAA
option.TAA.comment=Enables temporal anti-aliasing, done by smart frame blending which captures improves tiny details and some effects. §e[*]§rSharpening included. §e[*]§rPlease disable Antialiasing in Shaders menu while this option is enabled (Optifine only).

option.FXAA_SUBPIXEL=FXAA Subpixel Smoothing
option.FXAA_SUBPIXEL.comment=Adjusts how much smoothing should FXAA apply to tiny details.
value.FXAA_SUBPIXEL.0.00=§cOff
value.FXAA_SUBPIXEL.0.25=Low
value.FXAA_SUBPIXEL.0.50=Medium
value.FXAA_SUBPIXEL.0.75=High
value.FXAA_SUBPIXEL.1.00=Very High

option.FXAA_EDGE_SENSITIVITY=FXAA Edge Sensitivity
option.FXAA_EDGE_SENSITIVITY.comment=Adjusts how much edge contrast and brightness required to apply FXAA.
value.FXAA_EDGE_SENSITIVITY.0=Low
value.FXAA_EDGE_SENSITIVITY.1=Medium
value.FXAA_EDGE_SENSITIVITY.2=High

option.TAA_MODE=TAA Mode
option.TAA_MODE.comment=Determines how TAA should be done. Smooth allows some effects to look better at the cost of ghosting. Coarse have less ghosting but barely improves other effects.
value.TAA_MODE.0=Smooth
value.TAA_MODE.1=Coarse

option.TAA_SELECTIVE=Selective TAA
option.TAA_SELECTIVE.comment=Exclude entities and hand from temporal anti aliasing to reduce ghosting. §c[-]§rExcluded objects will need to rely on FXAA. §c[-]§rMay cause flickering with some resource packs, data packs, or mods.

option.SHARPEN=Sharpen
option.SHARPEN.comment=Reduces blurring. Auto: 0.50 when FXAA and TAA are enabled, otherwise 0.00. §c[-]§rIncreased sharpening makes noise and flickering more visible.
value.SHARPEN.-1=Auto
value.SHARPEN.0=0.00
value.SHARPEN.1=0.25
value.SHARPEN.2=0.50
value.SHARPEN.3=0.75
value.SHARPEN.4=1.00

option.SHARPEN_CLAMP=Sharpen Clamp
option.SHARPEN_CLAMP.comment=Prevents increased contrast on edges caused by sharpening.

#Extras
option.OUTLINE=Outline
option.OUTLINE.comment=Enables outline effect. §c[-]§rBlack, Colored, and 1.12 Update Art are not fully compatible with volumetric clouds.
value.OUTLINE.0=OFF
value.OUTLINE.1=Black
value.OUTLINE.2=Colored
value.OUTLINE.3=1.12 Update Art
value.OUTLINE.4=Dungeons

option.TOON_LIGHTMAP=Toon Lightmap
option.TOON_LIGHTMAP.comment=Reduces the quality of vanilla lighting for cel shading. §e[*]§rThis option is known for making the game "look bad", only enable this when needed.

option.RETRO_FILTER=Retro Filter
option.RETRO_FILTER.comment=Adds pixelation and dithering. §c[-]§rIncompatible with anti-aliasing.

option.RETRO_FILTER_SIZE=Retro Filter Size
option.RETRO_FILTER_SIZE.comment=Adjusts pixel size for retro filter.

option.RETRO_FILTER_DEPTH=Retro Filter Depth
option.RETRO_FILTER_DEPTH.comment=Adjusts color depth while using retro filter.
value.RETRO_FILTER_DEPTH.1=3-bit
value.RETRO_FILTER_DEPTH.3=6-bit
value.RETRO_FILTER_DEPTH.7=9-bit
value.RETRO_FILTER_DEPTH.15=12-bit
value.RETRO_FILTER_DEPTH.31=15-bit
value.RETRO_FILTER_DEPTH.63=18-bit

option.WORLD_CURVATURE=World Curvature
option.WORLD_CURVATURE.comment=Enables world curvature. §e[*]§rWorks in overworld only. §c[-]§rMissing chunks are handled by Minecraft itself which I can't fix. §c[-]§rMay break block selection highlight on 1.17.

option.WORLD_CURVATURE_SIZE=World Curvature Size
option.WORLD_CURVATURE_SIZE.comment=Adjusts world curvature size. Negative values will bend the world upwards.

option.WHITE_WORLD=White World
option.WHITE_WORLD.comment=Replaces textures with flat white color.