{
	// Options affecting the transitions between zooming in and zooming out.
	zoom_transition: {
		// "INSTANT": The zoom will abruptly transition between its off and on states.
		// "LINEAR": The zoom will linearly transition between its off and on states.
		// "SMOOTH": The zoom will smoothly transition between its off and on states using the game's smooth curve.
		// "SINE": The zoom will smoothly transition between its off and on states using a sine curve.
		// "BALANCED": The zoom will smoothly transition between its off and on states using cubic interpolation, balancing between linearity and smoothness.
		// "SPRING": The zoom will bouncily transition between its off and on states. Avoid using it too often!
		// options: INSTANT, LINEAR, SMOOTH, SINE, BALANCED, SPRING
		// default: SMOOTH
		start_transition: "SMOOTH",
		// "INSTANT": The zoom will abruptly transition between its on and off states.
		// "LINEAR": The zoom will linearly transition between its on and off states.
		// "SMOOTH": The zoom will smoothly transition between its on and off states using the game's smooth curve.
		// "SINE": The zoom will smoothly transition between its on and off states using a sine curve.
		// "BALANCED": The zoom will smoothly transition between its on and off states using cubic interpolation, balancing between linearity and smoothness.
		// "SPRING": The zoom will bouncily transition between its on and off states. Avoid using it too often!
		// options: INSTANT, LINEAR, SMOOTH, SINE, BALANCED, SPRING
		// default: SMOOTH
		end_transition: "SMOOTH",
		// Controls how long the end transition should last for. 20 ticks is equal to 1 second.
		// range: 0 - 2147483647
		// default: 8
		start_transition_ticks: 8,
		// Controls how long the start transition should last for. 20 ticks is equal to 1 second.
		// range: 0 - 2147483647
		// default: 8
		end_transition_ticks: 8,
		// Inverts the start transition's curve.
		// default: false
		invert_start_transition: false,
		// Inverts the end transition's curve.
		// default: false
		invert_end_transition: false
	},
	// Options affecting the visual aspects of zooming.
	appearance: {
		// Retains the interface when zooming.
		// default: false
		persistent_interface: false,
		// Hides the crosshair while zooming.
		// default: true
		hide_crosshair: true,
		// Divides the amount of view bobbing with the zoom divisor while zooming.
		// default: true
		reduce_view_bobbing: true,
		// Zooms the hand when zooming.
		// default: true
		zoom_hands: true,
		// "OFF": Disables the zoom overlay.
		// "VIGNETTE": Uses a vignette as the zoom overlay. The vignette texture can be found at assets/ok_zoomer/textures/misc/zoom_overlay.png
		// "SPYGLASS": Uses the spyglass overlay as the zoom overlay.
		// options: OFF, VIGNETTE, SPYGLASS
		// default: OFF
		zoom_overlay: "OFF",
		// Improves performance by making the game render less of the world while zoomed in. This feature depends on the Sodium mod in order to work.
		// default: true
		smart_occlusion: true,
		// Expands the entity distance while zooming in, allowing creatures and certain blocks to be seen from afar. This may have a performance impact during zoom.
		// options: OFF, SAFE, ON
		// default: SAFE
		see_distant_entities: "SAFE"
	},
	// Options affecting the way zooming is controlled.
	controls: {
		// Uses the game's cinematic camera while zooming.
		// default: false
		cinematic_camera: false,
		// Changes the speed of the cinematic camera.
		// range: 1.1754944E-38 - 32.0
		// default: 1.0
		cinematic_camera_speed: 1.0,
		// Reduces the mouse sensitivity proportionally to how far the zoom is.
		// default: true
		reduce_sensitivity: true,
		// The scale of the mouse sensitivity used during zoom.
		// range: 1.1754944E-38 - 16.0
		// default: 1.0
		sensitivity_scale: 1.0,
		// "HOLD": The zoom will require the zoom key to be held.
		// "TOGGLE": The zoom will be toggled by the zoom key.
		// "PERSISTENT": The zoom will always be enabled, with the zoom key being used for zoom scrolling.
		// options: HOLD, TOGGLE, PERSISTENT
		// default: HOLD
		zoom_mode: "HOLD",
		// Adds the spyglass's sounds effects on alternating zoom.
		// default: false
		spyglass_sounds: false,
		// Adds zoom manipulation keys along with the zoom key. A game restart will be required in order to apply the changes.
		// default: true
		extra_key_binds: true,
		// "OFF": Zooming won't require a spyglass and won't replace its zoom.
		// "REQUIRE_ITEM": Zooming will require a spyglass in order to work. This option is configurable through the ok_zoomer:zoom_dependencies item tag.
		// "REPLACE_ZOOM": Zooming will replace the spyglass zoom but it won't require one in order to work.
		// "BOTH": Zooming will act as a complete replacement of the spyglass zoom, requiring one to work and replacing its zoom as well.
		// options: OFF, REQUIRE_ITEM, REPLACE_ZOOM, BOTH
		// default: OFF
		spyglass_mode: "OFF"
	},
	// Options affecting the Zoom Scrolling feature.
	zoom_scrolling: {
		// Allows to increase or decrease the zoom by scrolling with the mouse wheel.
		// default: true
		zoom_scrolling: true,
		// Allows for resetting the zoom with the middle mouse button.
		// default: true
		reset_zoom_with_mouse: true,
		// Adds sound effects on zoom scrolling.
		// default: false
		scroll_sounds: false,
		// If enabled, the current scroll step is forgotten once zooming is finished.
		// default: true
		forget_scroll_step: true,
		// "INSTANT": The zoom will abruptly transition between each increment.
		// "LINEAR": The zoom will linearly transition between each increment.
		// "SMOOTH": The zoom will smoothly transition between each increment using the game's smooth curve.
		// "SINE": The zoom will smoothly transition between each increment using a sine curve.
		// "BALANCED": The zoom will smoothly transition between each increment using cubic interpolation, balancing between linearity and smoothness.
		// "SPRING": The zoom will bouncily transition between each increment. Avoid using it too often!
		// options: INSTANT, LINEAR, SMOOTH, SINE, BALANCED, SPRING
		// default: SMOOTH
		transition: "SMOOTH",
		// Controls how long should the transition last for. 20 ticks is equal to 1 second.
		// range: 0 - 2147483647
		// default: 8
		transition_ticks: 8,
		// Determines the number to be used on the exponential curve. If unsure, keep this value at 2.
		// range: 2 - 2147483647
		// default: 2
		scroll_base: 2,
		// Determines the resolution of zoom scrolling. This will effectively multiply the amount of scroll steps.
		// range: 1 - 2147483647
		// default: 5
		scroll_resolution: 5,
		// The default scroll step to use on zooming in.
		// range: 0 - 2147483647
		// default: 10
		default_scroll_step: 10,
		// The maximum amount of scroll steps that the zoom may reach.
		// range: 0 - 2147483647
		// default: 30
		scroll_step_limit: 30
	},
	// Technical options that don't fit elsewhere.
	tweaks: {
		// a
		// default: true
		numeric_sliders: true,
		// Displays debug information for exponential zoom scrolling. Currently it may help with configuring the zoom scrolling.
		// default: false
		debug_scrolling: false,
		// Prints a random owo in the console when the game starts.
		// default: true
		print_owo_on_start: true
	}
}