//
//  Faithless Config File - WIP
//  Everything here is either non functional or experimental. 
//	'//*' means non-functional.
//
//  If you have any of these mods installed, set these to True.
//  This will disable any incompatible features of the shaders

		#define Optifine false
		#define Sodium false 

// ============================================================================
//  WAVING ANIMATIONS
// ============================================================================

		#define Waving_Features true 	//Toggle-All

		#define Waving_Grass 1.0 		//(Grass, Flowers, Crops...)
		#define Waving_Foliage 1.0 		//(Leaves, Vines, Bushes...)
		#define Waving_Objects 1.0 		//(Chains, Lanterns, Webs...)
		#define Waving_Water 1.0		//(Water, Seagrass, Lilypads...)
		#define Waving_Lava 1.0
		#define Waving_Fire 1.0
		#define Spinning_Beacon true

// ============================================================================
//  Interface and GUI 
// ============================================================================

		#define Menu_BG 1					//Alt Menu Dirt Backgrounds							//*
		#define Alt_Hotbar 1				//Alt Hotbar Layouts                        		//*
		#define Selected_Slot 1				//Alt Selected Inv Slot                     		 
		#define Selected_Slot_Anim true		//Animated Selected Inv Slot                		 
		#define Hitbox_Size 1.0				//Alt Block Selection Outlines              		//*
		#define Ender_Chest true 			//Ender Chest End Portal Effect             		
		#define Furnace_UI true 			//Lit Furnace UI (+Smoker/Blaster)          		//*
		#define Smithing_UI true			//Spinning Armor Stand in Smithing Table    		//*
		#define Creative_Tab true			//Creative Mode Tabs                        		//*

// ============================================================================
//  Skins 
// ============================================================================

		#define Player_Skin_Features true	//Toggle-All
		
//      -=- UNIVERSAL VALUE -=-				//	|	-=- PERSONAL SKIN -=-									|	-=- DESCRIPTION -=-
		#define Player_Blink_Face true		//	|1	toggle  r100 =On										|	Blinking eyes face
		#define Player_Transparency true	//	|1	scale   r.10 =strips; 	r.20 =stripInv; 				|	Allow the entire skin to support transparency
		#define Player_Emissives true		//	|1	scale   r..1 =strips; 	r..2 =stripInv; r..3 =all		|	Define which areas of your skin glow 
 		#define Player_Hurt_Face true		//	|1	toggle  g100 =On										|	Face when taking damage
		#define Player_Hurt_Mask true		//	|1	scale   g.10 =strips; 	g.20 =stripInv;	g.30 =all		|	Define which areas of your skin are tinted/masked when hurt
		#define Player_Reflection true		//	|1	scale   g..1 =strips; 	g..2 =stripInv; g..3 =all 		|	Define which areas of your skin are reflective					//*
		#define Player_Squint_Face true		//	|1	toggle  b100 =On										|	Eyes Squint when adjusting to darkness or brigtness
		#define Player_Breathing true		//	|1	toggle  b.10 =On										|	Improved idle stance  											//*
		#define Player_Cape true 			//	|1	toggle  b..1 =On										|	4p & 3p arms have 8x12 and 10x12 capes respectively
		#define Player_Pixel_Anim true		//	|1	toggle  a100 =interpolate								|	Define which colors on your skin interpolate (*)				//*
											//	|1	scale   a.10 =speed 									|	(*) Define how fast colors on your skin interpolate
		#define Player_Pixel_Mask true		//	|1	scale   g..1 =strips; 	g..2 =stripInv; g..3 =all	 	|	Define which areas of your skin have special effects			//*
		#define Player_Hurt_Color true		//	|2	dedic	alpha = 220									 	|	Define the tint color when taking damage.
		
// ============================================================================
//  Fun
// ============================================================================

		#define Emissives true 				//Textures appear to glow, but don't emit light.
		#define Mob_Animations true			//Fresh Animations at Home							//*
		#define Better_Lines true 			//Fishing/lead line                                 //*
		#define Potion_Variants true		//Unique Potion Textures                              
		#define Billboard_Items true		//2D Items like Beta Minecraft                      //*
		#define Billboard_Blocks true 		//Cross models become 2d sprites that follow you    //*
		#define Explosion_Power 1.0 		//Explosions cause the screen to shake              //*
		#define Destroy_Depth 0.6			//3D Breaking Animation                             
		#define Cubic_Particles true		//3D Particles                                        
		#define Dynamic_Slopes true 		//Dynamic Snow and Moss                             
		#define CelShading 1.0				//Cel-Shading intensity                             //*
  		#define Orthographic false			//Removes Perspective Depth
		#define Fog_Distance 0.1 	 		//Fog Density 	
		
  		#define Chunk_Loading 1				//0 = Vanilla, 1 = Rising Chunks, 2 = Block Fade

// ============================================================================
//  Lighting and Environmental Effects
// ============================================================================

		#define Volumetric_Clouds true		// Volumetric Clouds								//*
		#define Volumetric_Fog true			// Volumetric Fog                   				//*
		#define Volumetric_Grass true		// Volumetric Grass                 				//*
		#define Shadows true				// Shadows                          				//*
		#define Reflections true			// Reflections                      				//*
		#define Motion_Blur 1.0				// Motion Blur                      				//*
		#define DOF 1.0						// Depth of Field                   				//*
		#define Exposure 1.0				// Light Exposure                   				//*
		#define Bloom true					// Bloom effect                     				//*
		#define Sun_Moon_Angle 1.0			// Sun/Moon Angle                   				//*
		#define Skybox true					// Custom Overworld Skybox          				//*
		#define End_Skybox true				// Custom End skybox                				//*

// ============================================================================

// TO-DO
// CEM + Blinking Faces
// Alt Tooltips
// Nether/End Foliage FIX
// UI Icons/3D Held FIX