#-- Expense --#
# Low (Green)           : §2
# Medium (Orange)       : §6
# High (Red)            : §c
# Extreme (Dark Red)    : §4
# Dependant (Purple)    : §5

#-- Colors --#
# Black                 : §0
# Blue                  : §1
# Green (Emphasis)      : §2
# Cyan                  : §3
# Dark Red              : §4
# Purple (Variables)    : §5
# Orange                : §6
# Gray                  : §7
# Dark Gray             : §8
# Light Blue            : §9
# Lime                  : §a
# Aqua                  : §b
# Red (Warnings)        : §c
# Magenta               : §d
# Yellow                : §e
# white (normal)        : §f

#-- Formatting --#
# Bold                  : §l
# Italic                : §o
# Reset                 : §r

#-- profiles --#

#-- About --#
screen.About.comment = Useful information on the shader and its settings

value.HowTo.0 =
option.HowTo = Hover over a button
option.HowTo.comment = The buttons on this page are to help get the best experience for you, and to give helpful information

value.AboutShader.0 =
option.AboutShader = About
option.AboutShader.comment = §6Phoxel§f by Despatra. §oHeavily§r buggy and lacking, more a proof of concept I want to make a proper shader in the future

#-- Template Junk --#
screen.screen = 
screen.screen.comment = 
option.option = 
option.option.comment = 
value.option.value =
prefix.option = 
suffix.option = 

#-- Pathtracing --#
screen.Pathtracing.comment = Settings that affect the rendering directly

screen.Pathtracing_TestDists = Intersection Distances
screen.Pathtracing_TestDists.comment = The maximum distance each type of ray is allowed to travel before declaring no hit

option.Pathtracing_Bounces = Max Bounces
option.Pathtracing_Bounces.comment = The maximum number of times a path can bounce around the scene before stopping

    #- Test Distances -#
    option.Pathtracing_TestDists_Shadow = Shadow
    option.Pathtracing_TestDists_Shadow.comment = Shadow rays are sent at each intersection towards a light source. §8Number of rays are determined by §5Light Samples
    suffix.Pathtracing_TestDists_Shadow = m

    option.Pathtracing_TestDists_Rough = Rough
    option.Pathtracing_TestDists_Rough.comment = Rough rays are reflected from rough surfaces
    suffix.Pathtracing_TestDists_Rough = m

    option.Pathtracing_TestDists_Specular = Specular
    option.Pathtracing_TestDists_Specular.comment = Specular rays are reflected from smooth surfaces
    suffix.Pathtracing_TestDists_Specular = m

option.Pathtracing_LightSamples = Light Samples
option.Pathtracing_LightSamples.comment = How many times to sample light sources directly at each intersection. §8Only includes the Sun, Moon, and End flash as of right now

option.Pathtracing_VolumeSamples = Volume Samples
option.Pathtracing_VolumeSamples.comment = How many points will be tested for incoming light when we intersect a volume. §8Volumes include atmosphere, water, and lava

#-- Post Processing --#
screen.Post_Processing = Post Processing
screen.Post_Processing.comment = Settings that affect the rendered image

screen.Post_Denoising = Denoising

screen.Post_DOF = Depth of Field
screen.Post_DOF.comment = Blurs the screen at points considered out of focus

option.Post_TA = Temporal Accumulation
option.Post_TA.comment = Max number of frames we accumulate. §cHigh §5TA§c can lead to ghosting artifacts
value.Post_TA.1 = §cOff

option.Post_Renderscale = Upscale
option.Post_Renderscale.comment = Render the screen at a lower resolution and upscale
value.Post_Renderscale.0.5 = 4x
value.Post_Renderscale.0.577 = 3x
value.Post_Renderscale.0.707 = 2x
value.Post_Renderscale.0.816 = 1.5x
value.Post_Renderscale.1.0 = §7Off

    #- Denoising -#
    screen.Post_Denoising_Volumes = Volumes
    screen.Post_Denoising_Volumes.comment = Includes atmosphere, water, and lava

    option.Post_Denoising_Volumes = Volume Denoising
    option.Post_Denoising_Volumes.comment = Denoise initial volume lighting

        #- Volume Denoising -#
        option.Post_Denoising_Volumes_Radius = Sample Radius

        option.Post_Denoising_Volumes_Samples = Sample Count

    #- Depth of Field -#
    option.Post_DOF = Depth of Field
    option.Post_DOF.comment = Blurs the screen at points considered out of focus

    option.Post_DOF_Strength = Strength
    option.Post_DOF_Strength.comment = How strongly we blur the out of focus areas
    value.Post_DOF_Strength.0.1 = 10%
    value.Post_DOF_Strength.0.2 = 20%
    value.Post_DOF_Strength.0.3 = 30%
    value.Post_DOF_Strength.0.4 = 40%
    value.Post_DOF_Strength.0.5 = 50%
    value.Post_DOF_Strength.0.6 = 60%
    value.Post_DOF_Strength.0.7 = 70%
    value.Post_DOF_Strength.0.8 = 80%
    value.Post_DOF_Strength.0.9 = 90%
    value.Post_DOF_Strength.1.0 = 100%

    option.Post_DOF_Samples = Samples
    option.Post_DOF_Samples.comment = How many points we sample for blurring

#-- Meshing --#
screen.Meshing.comment = How the shader meshes the world
screen.Meshing_Voxels = Voxelization

    #-- Voxels --#
    option.Meshing_Voxels_AreaExp = Distance
    option.Meshing_Voxels_AreaExp.comment = How big of an area we voxelize
    value.Meshing_Voxels_AreaExp.6 = 2 Chunks
    value.Meshing_Voxels_AreaExp.7 = 4 Chunks
    value.Meshing_Voxels_AreaExp.8 = 8 Chunks

#-- Materials --#
screen.Materials.comment = Settings that affect how textures are rendered

screen.Materials_POM = Parallax Occlusion Mapping
screen.Materials_POM.comment = Adds depth to flat surfaces using a heightmap

option.Materials_Emission = Emission Strength
option.Materials_Emission.comment = How bright emissive textures render

option.Materials_NormalStrength = Normal Map Strength
option.Materials_NormalStrength.comment = How strongly normal maps affect a surface

    #- Parallax Occlusion Mapping -#
    option.Materials_POM = Parallax Occlusion Mapping
    option.Materials_POM.comment = Adds depth to flat surfaces using a heightmap

    option.Materials_POM_Distance = Render Distance
    option.Materials_POM_Distance.comment = How far away we care about rendering POM

    option.Materials_POM_Depth = Depth
    option.Materials_POM_Depth.comment = How deep the lowest point on a heightmap should go into a block
    suffix.Materials_POM_Depth = m

    option.Materials_POM_Samples = Samples
    option.Materials_POM_Samples.comment = How many times §7(at most)§f the heightmap will be sampled

#-- Lighting --#

#-- Atmosphere --#
screen.Atmosphere.comment = Changes how the sky, sun, moon, end flash, and atmosphere are rendered.

screen.Atmosphere_Sun = Sun
screen.Atmosphere_Moon = Moon
screen.Atmosphere_End_Flash = End Flash
screen.Atmosphere_Volumes = Volumes

    #- Sun -#
    option.Atmosphere_Sun_Tempurature = Tempurature
    option.Atmosphere_Sun_Tempurature.comment = Affects the color of the sun (Red -> White -> Cyan)
    
    option.Atmosphere_Sun_Brightness = Brightness

    option.Atmosphere_Sun_Penumbra = Penumbra
    option.Atmosphere_Sun_Penumbra.comment = Affects the sharpness of sun shadows. 1 is actual minecraft size

    #- Moon -#
    option.Atmosphere_Moon_Tempurature = Tempurature
    option.Atmosphere_Moon_Tempurature.comment = Affects the color of the moon (Red -> White -> Cyan)

    option.Atmosphere_Moon_Brightness = Brightness

    option.Atmosphere_Moon_Penumbra = Penumbra
    option.Atmosphere_Moon_Penumbra.comment = Affects the sharpness of Moon shadows. 1 is actual minecraft size

    #- End Flash -#
    option.Atmosphere_EndFlash_Brightness = Brightness

    option.Atmosphere_EndFlash_Penumbra = Penumbra
    option.Atmosphere_EndFlash_Penumbra.comment = Affects the sharpness of End Flash shadows. 1 is actual minecraft size

    #- Volumes -#
    option.Atmosphere_Volumes_Threshold = Probability Threshold
    option.Atmosphere_Volumes_Threshold.comment = The lowest probability of light passing through that will be considered
    value.Atmosphere_Volumes_Threshold.0.05 = 5%
    value.Atmosphere_Volumes_Threshold.0.075 = 7.5%
    value.Atmosphere_Volumes_Threshold.0.1 = 10%
    value.Atmosphere_Volumes_Threshold.0.125 = 12.5%
    value.Atmosphere_Volumes_Threshold.0.15 = 15%

    option.Atmosphere_Volumes_FogDensity = Fog Density
    option.Atmosphere_Volumes_FogDensity.comment = Multiplier to default densities
    suffix.Atmosphere_Volumes_FogDensity = x

#-- Camera --#
screen.Camera.comment = Affects how the virtual camera receives light

option.Camera_Gamma = Gamma
option.Camera_Gamma.comment = The gamma curve for light absorption

#-- Test Features --#
screen.TestFeatures = Test Features
screen.TestFeatures.comment = Toggle unfinished / unpolished features

option.POMAffectsDepth = Physical POM
option.POMAffectsDepth.comment = Texture depth affects real-world position of fragments