#shaders/lang/en_us.lang

#Profiles
profile.LOW=Low
profile.MEDIUM=Medium
profile.HIGH=High
profile.ULTRA=Ultra

#Screens
screen.LIGHTING=Lighting

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

screen.SSPT=Path Tracing Config
screen.NEBULAS=Nebula Config
screen.SMOKE=Smoke Config
screen.ATMOSPHERICS=Atmospherics
screen.SKY=Sky Config
screen.CLOUDS=Cloud Config

screen.WATER=Water

screen.POST_EFFECTS=Post Effects
screen.BLOOM=Bloom Config

screen.CGT=Color Grading & Tonemap
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.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.SKY_COLOR=Sky Color
screen.WATER_COLOR=Water Color
screen.WEATHER_COLOR=Weather Color
screen.WEATHER_R=Rain (Normal)
screen.WEATHER_C=Snowfall
screen.WEATHER_D=Desert Sandstorm
screen.WEATHER_B=Mesa Sandstorm
screen.WEATHER_S=Swamp Rain
screen.WEATHER_M=Mushroom Island Rain
screen.WEATHER_V=Savanna Cloudy
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.PCLOUDS=Planar Clouds
screen.VCLOUDS=Volumetric Clouds
screen.LIGHT_SHAFT=Light Shafts Config
screen.BLUR=Blur Effects
screen.EMISSIVES=Emissives Config
screen.SHADOW_CONFIG=Shadows Config

screen.WORLD=World
screen.WAVING=Waving Blocks
screen.CURVATURE=Curvature

#Settings
screen.ABOUT=Prismarine Shader by Septonious
screen.ABOUT.comment=https://www.curseforge.com/minecraft/customization/prismarine-shader/. If you downloaded Prismarine from a different site, please download it from the link above.
option.ABOUT=§cSuper Secret Settings
value.ABOUT.0=ඞ
#Lighting
option.shadowMapResolution=Shadow Quality
option.shadowMapResolution.comment=Adjusts shadowmap size. §e[*]§rHigher resolution gives sharper shadows, but reduces performance.
value.shadowMapResolution.512=Very Low (512)
value.shadowMapResolution.1024=Low (1024)
value.shadowMapResolution.2048=Medium (2048)
value.shadowMapResolution.3072=High (3072)
value.shadowMapResolution.4096=Very High (4096)
value.shadowMapResolution.8192="looks like real life wait what the-" (8192)

option.shadowDistance=Shadow Distance
option.shadowDIstance.comment=Adsusts shadow distance.

option.SHADOW_BLUR_STRENGTH=Shadow Blur Strength
option.SHADOW_BLUR_STRENGTH.comment=Adjusts shadow blur strength.

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. §a[+]§rThis effect benefits from TAA.

option.SSPT=Screen Space Path Tracing
option.SSPT.comment=Provides per-block realistic colored lighting. §f[§c-§f] Causes a massive FPS drop! Don't enable it if you have a low-end PC!!!
option.BOUNCES=Bounces
option.DENOISE=Denoising
option.DENOISE_QUALITY=Denoising Quality
option.DENOISE_STRENGTH=Denoising Strength
option.GI_DEPTH_LENIENCY=Depth Leniency
option.STRIDE=GI Raytracer Stride
option.ILLUMINATION_STRENGTH=Illumination Strength
option.EMISSIVE_CONCRETE=Emissive Concrete
option.GI_ACCUMULATION=Temporal Accumulation
option.GI_ACCUMULATION_STRENGTH=Accumulation Strength

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

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

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

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

option.DYNAMIC_HANDLIGHT=Dynamic Handlight
option.DYNAMIC_HANDLIGHT.comment=Allows blocklight to be emitted from view when holding certain objects.

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

#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 this if you don't use one. §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 resourcepack. §e[*]§rTexture artists usually tell which format is used in their resourcepack, using the wrong format may give weird results.
value.MATERIAL_FORMAT.0=SEUS/Old PBR
value.MATERIAL_FORMAT.1=labPBR 1.3

option.EMISSIVE_ORES=Glowing Ores
option.EMISSIVE_FLOWERS=Glowing Flowers
option.POWDER_SNOW_HIGHLIGHT=Powder Snow Highlight
option.DEBRIS_HIGHLIGHT=Debris Highlight

option.SSS=Subsurface Scattering
option.SSS.comment=Allows light to penetrate and scatter through certain blocks.
value.SSS.0=§cOFF
value.SSS.1=AdvMat Only*
value.SSS.2=Full

option.SSS_QUALITY=SSS Quality
option.SSS_QUALITY.comment=Adjusts subsurface scattering quality.
value.SSS_QUALITY.0=Low
value.SSS_QUALITY.1=High

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.INTEGRATED_EMISSION=Integrated Emissives
option.INTEGRATED_EMISSION.comment=Makes certain blocks glowy.

option.GLOW_STRENGTH=I.E. Glow Strength
option.GLOW_STRENGTH.comment=Adjusts glow strength of emissive blocks which are added by integrated emission option.

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

option.BLUR_FILTERING=Blur Filtering
option.BLUR_FILTERING.comment=Filters volumetrics dither patterns using single pass gaussian blur.

option.ALPHA_BLEND=Alpha Blending
option.ALPHA_BLEND.comment=TBA. 
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_SPECULAR=Specular Reflection*
option.REFLECTION_SPECULAR.comment=Enables reflection on smooth or metallic surfaces.

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

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

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

#Normals & Parallax
option.CUSTOM_NETHER_PORTAL=Custom Nether Portal
option.CUSTOM_NETHER_PORTAL.comment=Adds custom texture to the nether portal.

option.CUSTOM_BEACON_BEAM=Custom Beacon Beam
option.CUSTOM_BEACON_BEAM.comment=Adds custom texture to the beacon beam.

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.SHADOWS=Shadows
option.SHADOWS.comment=Toggles shadows. Has a big performance impact.

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.

#Atmospherics
option.CLOUDS=Clouds
option.CLOUDS.comment=Enables clouds. §e[+]§rPlanar clouds have a low performance impact. §e[*]§rVanilla clouds requires vanilla cloud setting set to default or on. §c[+]§rVolumetric clouds have a high performance impact.
value.CLOUDS.0=§cOFF
value.CLOUDS.1=Planar
value.CLOUDS.2=Vanilla
value.CLOUDS.3=Volumetric
value.CLOUDS.4=Volumetric + Planar

option.CLOUD_SHADOWS=Cloud Shadows
option.CLOUD_SHADOWS.comment=Enables large shadows from clouds

option.STARS=Stars
option.END_STARS=End Stars

option.END_NEBULA=Ender Nebula
option.OVERWORLD_NEBULA=Overworld Nebula
option.OVERWORLD_NEBULA.comment=Visible only at night.

option.NEBULA_AMOUNT=Amount
option.NEBULA_AURORA_CHECK=Aurora Visibility Check
option.NEBULA_AURORA_CHECK.comment=Disables nebulas when auroras are visible.
option.NEBULA_SPEED=Wind Speed
option.NEBULA_BRIGHTNESS=Brightness
option.NEBULA_DISTORTION=Distortion
option.NEBULA_STRETCHING=Stretching

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

option.SMOKE_FREQUENCY=Frequency
option.SMOKE_FREQUENCY.comment=Increases smoke noise frequency.
option.SMOKE_BRIGHTNESS=Brightness
option.SMOKE_SPEED=Wind Speed

option.NETHER_SMOKE=Nether Smoke
option.NETHER_SMOKE.comment=Adds volumetric smoke to the nether.

option.END_SMOKE=End Smoke
option.END_SMOKE.comment=Adds volumetric smoke to the end.

option.AURORA=Aurora
option.AURORA.comment=Enables aurora. §a[+]§rThis effect benefits from TAA.

option.ROUND_SUN_MOON=Round Sun & Moon
option.ROUND_SUN_MOON.comment=Enables shader based sun & moon. §e[*]§rDisable vanilla sun & moon in Video Settings > Details > Sun & Moon on 1.15.2 or below.

option.DISTANT_FADE=Distant Fade
option.DISTANT_FADE.comment=Fades far chunk borders. §e[*]§rThis option is affected by fog density.
value.DISTANT_FADE.0=§cOFF
value.DISTANT_FADE.1=Overworld Only
value.DISTANT_FADE.2=Nether Only
value.DISTANT_FADE.3=Overworld & Nether

option.DISTANT_FADE_STYLE=Distant Fade Style
option.DISTANT_FADE_STYLE.comment=Spherical works like vanilla fog. Cylindrical ignores Y axis.
value.DISTANT_FADE_STYLE.0=Spherical
value.DISTANT_FADE_STYLE.1=Cylindrical

option.WEATHER_PERBIOME=Per Biome Weather
option.WEATHER_PERBIOME.comment=Use varied weather color for different biomes.

option.UNDERGROUND_SKY=Underground Sky Fix
option.UNDERGROUND_SKY.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.LIGHTSHAFT_CLOUDY_NOISE=Cloudy Noise
option.LIGHTSHAFT_CLOUDY_NOISE.comment=Turns light shafts into cloudy volumetric fog.
option.LIGHT_SHAFT=Light Shafts
option.LIGHT_SHAFT.comment=Adds volumetric rays from sun / moon. §a[+]§rThis effect benefits from TAA. §e[*]§rPerformance depends on Shadowmap Resolution.
option.LIGHTSHAFT_SAMPLES=Samples
option.LIGHTSHAFT_SAMPLES.comment=Controls light shafts sample count. Higher values increase quality at cost of performance.
option.LIGHTSHAFT_MIN_DISTANCE=Range
option.LIGHTSHAFT_MIN_DISTANCE.comment=Adjusts light shafts render distance. Big performance impact! §cDo not adjust it together with sample count if you want to keep the shader playable.
option.LIGHTSHAFT_MAX_DISTANCE=Max Distance
option.LIGHTSHAFT_MAX_DISTANCE.comment=Controls how far can the light shafts go (limits their render distance).
option.LIGHTSHAFT_HEIGHT=Height Factor

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

option.FOG_DENSITY=Fog Density
option.FOG_DENSITY.comment=Adjusts fog density. §e[*]§rThis option is ignored in the nether.

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

#Sky Config
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_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.SKYBOX_BRIGHTNESS=Skybox Brightness
option.SKYBOX_BRIGHTNESS.comment=Adjusts skybox brightness. §e[*]§rSet to 1.00 when subtractive skybox exists.

#Cloud Config
option.VOLUMETRICS_RENDER_RESOLUTION=Render Resolution
option.VOLUMETRICS_RENDER_RESOLUTION.comment=Decreases render resolution of volumetric effects. Lower resolution increases performance at cost of quality.

option.VCLOUDS_HEIGHT=Height
option.VCLOUDS_HEIGHT.comment=Adjusts cloud height.

option.VCLOUDS_AMOUNT=Amount

option.VCLOUDS_SAMPLES=Samples
option.VCLOUDS_SAMPLES.comment=Controls clouds sample count. Higher values increase quality at cost of performance.

option.VCLOUDS_OCTAVES=Noise Octaves
option.VCLOUDS_NOISE_OCTAVES.comment=Increases the amount of noise octaves used in cloud shaping. Higher values make clouds more detailed at cost of performance.

option.VCLOUDS_FREQUENCY=Frequency
option.VCLOUDS_FREQUENCY.comment=Increases clouds noise frequency. Higher values can turn clouds into a foggy mess.

option.VCLOUDS_SPEED=Wind Speed
option.VCLOUDS_SPEED.comment=Adjusts clouds speed.

option.VCLOUDS_RANGE=Range
option.VCLOUDS_RANGE.comment=Adjusts clouds render distance. Big performance impact! §cDo not adjust it together with sample count if you want to keep the shader playable.

option.VCLOUDS_HORIZONTAL_THICKNESS=Horizontal Thickness
option.VCLOUDS_HORIZONTAL_THICKNESS.comment=Adjusts clouds thickness. Higher values make clouds way longer and more obstructive.

option.VCLOUDS_VERTICAL_THICKNESS=Vertical Thickness
option.VCLOUDS_VERTICAL_THICKNESS.comment=Adjusts clouds stretching factor. Higher values make clouds way taller and more obstructive.

option.CLOUD_THICKNESS=Thickness
option.CLOUD_THICKNESS.comment=Adjusts cloud thickness, higher thickness makes dithering more visible.
value.CLOUD_THICKNESS.1=tiny cloods
value.CLOUD_THICKNESS.2=Very Low
value.CLOUD_THICKNESS.4=Low
value.CLOUD_THICKNESS.6=Medium
value.CLOUD_THICKNESS.8=High
value.CLOUD_THICKNESS.12=Very High
value.CLOUD_THICKNESS.16=huuge cloods

option.CLOUD_FREQUENCY=Frequency
option.CLOUD_FREQUENCY.comment=Increases clouds noise frequency. Higher values can turn clouds into a foggy mess.

option.CLOUD_OCTAVES=Octaves
option.CLOUD_OCTAVES.comment=Increases the amount of noise octaves used in cloud shaping. Higher values make clouds more detailed at cost of performance.

option.CLOUD_AMOUNT=Amount
option.CLOUD_AMOUNT.comment=Adjusts cloud amount.
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_VERTICAL_THICKNESS=Vertical Thickness

option.CLOUD_HEIGHT=Height
option.CLOUD_HEIGHT.comment=Adjusts cloud height.
value.CLOUD_HEIGHT.5.0=Very Low
value.CLOUD_HEIGHT.7.0=Low
value.CLOUD_HEIGHT.9.0=Medium
value.CLOUD_HEIGHT.11.0=High
value.CLOUD_HEIGHT.13.0=Very High
value.CLOUD_HEIGHT.15.0=VERY High

option.CLOUD_SPEED=Wind 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.

#Water
option.WATER_MODE=Water Texture Mode
option.WATER_MODE.comment=Determine 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=Determine 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.REFLECTION_STRENGTH=Reflection Strength
option.REFLECTION_STRENGTH.comment=Controls the sharpness and visibility of water reflections.

option.WATER_NORMALS=Normals
option.WATER_NORMALS.comment=Enables realtime-generated normal mapping for water.
value.WATER_NORMALS.0=§cOFF
value.WATER_NORMALS.1=Worley
value.WATER_NORMALS.2=Perlin

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

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.
value.WATER_SHARPNESS.0.8=Low
value.WATER_SHARPNESS.0.5=Medium
value.WATER_SHARPNESS.0.2=High

option.WATER_OCTAVE=Octaves
option.WATER_OCTAVE.comment=Adjusts how many layers of noise used for custom water normals.

option.WATER_CAUSTICS=Caustics
option.WATER_CAUSTICS_STRENGTH=Caustics Strength

option.WATER_REFRACTION=Refraction
option.WATER_REFRACTION.comment=Distorts things behind water.
option.REFRACTION_STRENGTH=Refraction Strength

option.WATER_ABSORPTION=Water absorption
option.WATER_ABSORPTION.comment=Makes light scatter realistically as the water density increases.

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

option.WATER_LACUNARITY=Lacunarity
option.WATER_LACUNARITY.comment=Adjusts noise size reduction each octave.

option.WATER_PERSISTANCE=Persistance
option.WATER_PERSISTANCE.comment=Adjusts noise intensity reduction each octave.

option.WATER_SIZE=Size
option.WATER_SIZE.comment=Adjusts the base noise size for custom water normals.

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

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

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

#Post Effects
option.DISTANT_BLUR=Distant Blur
option.DISTANT_BLUR.comment=Blurs far objects.
option.DISTANT_BLUR_RANGE=Dist. Blur Range
option.DISTANT_BLUR_RANGE.comment=Higher values make blur appear closer to the camera.
option.DISTANT_BLUR_STRENGTH=Dist. Blur Strength
option.BLUR_SAMPLES=Blur Samples
option.BLUR_SAMPLES.comment=Controls the amount of samples used for DoF and Distant Blur. Higher values decrease performance!
option.DOF=Depth of Field
options.DOF.comment=Enables camera focus effect.
option.DOF_STRENGTH=DoF Strength
option.DOF_STRENGTH.comment=Adjusts the focus strength, higher value blurs quicker.

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=Bloom
option.BLOOM.comment=Allows bright areas to glow.

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.CAS=Contrast Adaptive Sharpening

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.

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

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

option.CHROMATIC_ABERRATION=Chromatic Aberration
option.CHROMATIC_ABERRATION.comment=
value.CHROMATIC_ABERRATION.0=OFF
value.CHROMATIC_ABERRATION.1=Weak
value.CHROMATIC_ABERRATION.2=Strong

#Bloom
option.BLOOM_BALANCING=Bloom Balancing
option.BLOOM_BALANCING.comment=Reduces bloom strength when you're outdoors in order to prevent leaves from literally being lit up.
option.BLOOM_STRENGTH=Strength
option.BLOOM_STRENGTH.comment=Adjusts bloom intensity.
value.BLOOM_STRENGTH.4.00=https://youtu.be/76bREM5NK70

option.BLOOM_CONTRAST=Contrast
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
value.BLOOM_CONTRAST.5=1.25
value.BLOOM_CONTRAST.6=1.50
value.BLOOM_CONTRAST.7=1.75
value.BLOOM_CONTRAST.8=2.00

option.BLOOM_RADIUS=Radius
option.BLOOM_RADIUS.comment=Adjusts how far the glow spreads.
value.BLOOM_RADIUS.1=Minimum
value.BLOOM_RADIUS.2=Very Low
value.BLOOM_RADIUS.3=Low
value.BLOOM_RADIUS.4=Medium
value.BLOOM_RADIUS.5=High
value.BLOOM_RADIUS.6=Very High
value.BLOOM_RADIUS.7=Maximum

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

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

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_WHITE_CURVE=Tonemap White Curve
option.TONEMAP_WHITE_CURVE.comment=Adjusts how quickly the tonemap can reach white.

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.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.

#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

#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.WATER_R=Red
option.WATER_G=Green
option.WATER_B=Blue
option.WATER_I=Intensity
option.WATER_A=Alpha

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.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.EMISSIVE_RECOLOR=Emissive Recolor
option.EMISSIVE_RECOLOR.comment=Tints certain emissive blocks with blocklight color.

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

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

#World
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.

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

#Waving Blocks
option.WAVING_PLANT=Plants
option.WAVING_PLANT.comment=Allows various plants to wave.
option.WAVING_LEAF=Leaves
option.WAVING_LEAF.comment=Allows leaves to wave.
option.WAVING_LIQUID=Liquids
option.WAVING_LIQUID.comment=Allows water and lava to wave.
option.WAVING_EXTRA=Extras
option.WAVING_EXTRA.comment=Allows fire and lantern to wave.
option.WAVING_AMPLITUDE=Waving Amplidude
option.WAVING_AMPLITUDE.comment=Adjusts waving strength.

#Curvature
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.
