screen.antiAliasing = Anti-Aliasing
option.TAA = Temporal Anti-Aliasing
option.TAA.comment = Performs anti-aliasing over multiple frames. Can result in various artifacts. Small to medium performance impact.
option.TAA_CLIP = Clipping
option.TAA_CLIP.comment = Minimizes ghosting in motion, but can introduce flickering. Small performance impact.
option.TAA_FILTER_CURRENT = Current Filter
option.TAA_FILTER_HISTORY = History Filter
option.TAA_FILTER_CURRENT.comment = Filter used for current frame information. Subtly affects edge smoothness & sharpness. Nearest gives very sharp but subtly aliased edges. Bilinear gives very smooth but subtly soft edges. Bicubic gives good smoothness and sharpness.
option.TAA_FILTER_HISTORY.comment = Filter used for history information. Bicubic is sharper in motion, reducing amount of offcenter rejection needed.
value.TAA_FILTER_CURRENT.FILTER_BICUBIC = Bicubic (Catmull-Rom)
value.TAA_FILTER_CURRENT.FILTER_BILINEAR = Bilinear
value.TAA_FILTER_CURRENT.FILTER_NEAREST = Nearest
value.TAA_FILTER_HISTORY.FILTER_BICUBIC = Bicubic (Catmull-Rom)
value.TAA_FILTER_HISTORY.FILTER_BILINEAR = Bilinear
value.TAA_FILTER_HISTORY.FILTER_NEAREST = Nearest
option.TAA_OFFCENTER_REJECTION = Offcenter Rejection
option.TAA_OFFCENTER_REJECTION.comment = Controls balance between aliasing vs blurring in motion.
option.TAA_USE_CLOSEST_DEPTH = Use Closest Depth
option.TAA_USE_CLOSEST_DEPTH.comment = Improves quality of geometry edges in motion. Small to medium performance impact.

screen.clouds = Clouds
option.CLOUDS_LIMIT_FADE_DISTANCE = Limit Fadeout Distance
option.CLOUDS_OFFSET_CORRECTION = Offset Correction

screen.fog = Fog
option.AIR_FOG_VL = VL
option.AIR_FOG_VL_STEPS = VL Steps
option.AIR_FOG_VL_COLORED = Colored VL
option.AIR_FOG_VL_COLORED.comment = Requires colored shadows.

screen.lightLevels = Light Levels
option.SUNLIGHT_ILLUMINANCE = Sunlight Illuminance
option.MOONLIGHT_ILLUMINANCE = Moonlight Illuminance
option.BLOCKLIGHT_ILLUMINANCE = Blocklight Illuminance
option.SKYLIGHT_ILLUMINANCE = Skylight Illuminance
option.AMBIENT_ILLUMINANCE = Ambient Illuminance

screen.parallaxMapping = Parallax Mapping
option.PARALLAX_MAPPING = Parallax Mapping
option.PARALLAX_SHADOWS = Self-Shadows
option.PARALLAX_SHADOWS.comment = Allows textures to cast shadows on themselves.
option.PARALLAX_DEPTH = Parallax Depth
suffix.PARALLAX_DEPTH = m
option.PARALLAX_SHADOWS_DYNAMIC_BIAS = Dynamic Bias
option.PARALLAX_SHADOWS_DYNAMIC_BIAS.comment = Dynamically determines a bias for parallax shadows. Intended for use with high-resolution textures.

screen.postProcessing = Post-Processing
option.CONTRAST = Contrast
option.SATURATION = Saturation
option.WHITE_BALANCE = White Balance
suffix.WHITE_BALANCE = k
option.LUT=Color Lookup Table

option.USE_ACES_OUTPUT = ACES Output Transforms
option.USE_ACES_OUTPUT.comment = Use the ACES output transforms instead of the default tonemapping.
screen.tonemapping = Tonemapping
option.TONEMAP_TOE_LENGTH=Toe Length
option.TONEMAP_TOE_STRENGTH=Toe Strength
option.TONEMAP_LINEAR_LENGTH=Linear Length
option.TONEMAP_SHOULDER_CURVE=Shoulder Curve

option.BLOOM = Bloom
option.BLOOM.comment = Small performance impact.
option.UPSAMPLE_BICUBIC = Smooth Bloom
option.UPSAMPLE_BICUBIC.comment = Smooths out bloom. Minimal performance impact.

screen.materials = Materials
option.MATERIAL_FORMAT = Material Format
value.MATERIAL_FORMAT.MATERIAL_FORMAT_LABPBR = labPBR
value.MATERIAL_FORMAT.MATERIAL_FORMAT_OLDPBR = Old PBR
option.LABPBR_VERSION = labPBR Version
value.LABPBR_VERSION.102 = 1.2
value.LABPBR_VERSION.103 = 1.3
option.OLDPBR_VERSION = Old PBR Version
value.OLDPBR_VERSION.OLDPBR_EMISSIVE = Emissive
value.OLDPBR_VERSION.OLDPBR_WETCONTROL = Wetness Control

screen.shadows = Shadows
option.shadowMapResolution = Shadow Map Resolution
option.shadowMapResolution.comment = Determines the level of detail captured by shadows. Can have a very large performance impact!
option.shadowDistance = Shadow Render Distance
option.shadowDistance.comment = Sets the render distance of shadows. Can have a very large performance impact!
value.shadowDistance.16   =  1 chunk
value.shadowDistance.32   =  2 chunks
value.shadowDistance.48   =  3 chunks
value.shadowDistance.64   =  4 chunks
value.shadowDistance.80   =  5 chunks
value.shadowDistance.96   =  6 chunks
value.shadowDistance.112  =  7 chunks
value.shadowDistance.128  =  8 chunks
value.shadowDistance.144  =  9 chunks
value.shadowDistance.160  = 10 chunks
value.shadowDistance.176  = 11 chunks
value.shadowDistance.192  = 12 chunks
value.shadowDistance.208  = 13 chunks
value.shadowDistance.224  = 14 chunks
value.shadowDistance.240  = 15 chunks
value.shadowDistance.256  = 16 chunks
value.shadowDistance.272  = 17 chunks
value.shadowDistance.288  = 18 chunks
value.shadowDistance.304  = 19 chunks
value.shadowDistance.320  = 20 chunks
value.shadowDistance.336  = 21 chunks
value.shadowDistance.352  = 22 chunks
value.shadowDistance.368  = 23 chunks
value.shadowDistance.384  = 24 chunks
value.shadowDistance.400  = 25 chunks
value.shadowDistance.416  = 26 chunks
value.shadowDistance.432  = 27 chunks
value.shadowDistance.448  = 28 chunks
value.shadowDistance.464  = 29 chunks
value.shadowDistance.480  = 30 chunks
value.shadowDistance.496  = 31 chunks
value.shadowDistance.512  = 32 chunks
value.shadowDistance.528  = 33 chunks
value.shadowDistance.544  = 34 chunks
value.shadowDistance.560  = 35 chunks
value.shadowDistance.576  = 36 chunks
value.shadowDistance.592  = 37 chunks
value.shadowDistance.608  = 38 chunks
value.shadowDistance.624  = 39 chunks
value.shadowDistance.640  = 40 chunks
value.shadowDistance.656  = 41 chunks
value.shadowDistance.672  = 42 chunks
value.shadowDistance.688  = 43 chunks
value.shadowDistance.704  = 44 chunks
value.shadowDistance.720  = 45 chunks
value.shadowDistance.736  = 46 chunks
value.shadowDistance.752  = 47 chunks
value.shadowDistance.768  = 48 chunks
value.shadowDistance.784  = 49 chunks
value.shadowDistance.800  = 50 chunks
value.shadowDistance.816  = 51 chunks
value.shadowDistance.832  = 52 chunks
value.shadowDistance.848  = 53 chunks
value.shadowDistance.864  = 54 chunks
value.shadowDistance.880  = 55 chunks
value.shadowDistance.896  = 56 chunks
value.shadowDistance.912  = 57 chunks
value.shadowDistance.928  = 58 chunks
value.shadowDistance.944  = 59 chunks
value.shadowDistance.960  = 60 chunks
value.shadowDistance.976  = 61 chunks
value.shadowDistance.992  = 62 chunks
value.shadowDistance.1008 = 63 chunks
value.shadowDistance.1024 = 64 chunks
option.SHADOW_FILTER=Filter Type
value.SHADOW_FILTER.SHADOW_FILTER_BILINEAR = Bilinear
value.SHADOW_FILTER.SHADOW_FILTER_BICUBIC = Bicubic
value.SHADOW_FILTER.SHADOW_FILTER_PCSS = PCSS
option.SHADOW_FILTER.comment = For PCSS, is recommended that you use a resolution of at least 2048.
option.SHADOW_CONTACT_IMPROVEMENT = Improved Shadow Contacts
option.SHADOW_CONTACT_IMPROVEMENT.comment = Small performance impact.
option.SHADOW_COLORED = Colored Shadows
option.SHADOW_COLORED.comment = Large performance impact.
option.SHADOW_PENUMBRA_SHARPENING = Penumbra Sharpening
option.SHADOW_PENUMBRA_SHARPENING.comment = When using PCSS, this sharpens the penumbra close to shadow caster, but causes shadows become slightly blobby.

screen.reflections = Reflections
option.SSR_LOW_QUALITY = Low-Quality SSR
option.SSR_RAY_COUNT = SSR Ray Count
option.SSR_RAY_STRIDE = SSR Ray Stride

screen.water = Water
option.WATER_FOG_VL = VL
option.WATER_FOG_VL_STEPS = VL Steps
option.WATER_FOG_VL_COLORED = Colored VL
option.WATER_FOG_VL_COLORED.comment = Requires colored shadows.


screen.misc = Miscellaneous

option.AO_METHOD = AO Method
value.AO_METHOD.AO_DEFAULT = Default
value.AO_METHOD.AO_VBAO = Volume-Based
value.AO_METHOD.AO_HBAO = Horizon-Based
option.AO_METHOD.comment = Selects the AO method used. Default is very fast, but doesn't take into account entities and some blocks. Volume-based is limited to on-screen objects and bad at capturing small details. Horizon-based is good with small details, but is limited to on-screen objects.

option.DIRECTIONAL_LIGHTMAPS = Directional Lightmaps

option.FOAM = Foam
option.FOAM.comment = It's foam. Toon-ish foam, but still foam.

option.HAND_FOV = Hand FOV
value.HAND_FOV.70 = Normal
value.HAND_FOV.110 = Quake Pro

option.HEAT_HAZE = Heat Haze
option.HEAT_HAZE.comment = Experimental. Adds a heat-haze effect to hot biomes, such as deserts.

option.REALISTIC_SKYLIGHT = Realistic Skylight

option.ROUND_SUN = Round Sun
option.ROUND_MOON = Round Moon

option.sunPathRotation = Sun Path Rotation
suffix.sunPathRotation = °

option.TERRAIN_DEFORMATION = Terrain Deformation
option.TERRAIN_DEFORMATION.comment = For best results, un-comment line 206 in shaders.properties
value.TERRAIN_DEFORMATION.TERRAIN_DEFORMATION_NONE=None
value.TERRAIN_DEFORMATION.TERRAIN_DEFORMATION_PLANETOID=Planetoid
value.TERRAIN_DEFORMATION.TERRAIN_DEFORMATION_ACID=Acid

option.WAVING_GRASS = Waving Grass
option.WAVING_LEAVES = Waving Leaves
