option.INFO=Ebin Resurrected
value.INFO.0=§dby jbritain
value.INFO.1=§aby BruceKnowsHow

screen.WORLD=World
screen.MATERIALS=Materials
screen.SKY=Sky
screen.ATMOSPHERICS=Atmosphere
screen.LIGHTING=Shadows & Lighting
screen.POST_PROCESSING=Post Processing
screen.MISC=Misc.
screen.DEBUG=Development
screen.WATER=Water
screen.TIME=Time Override
screen.DEFORM=Terrain Deformation
screen.CLOUDS2D=2D Cloud Settings
screen.CLOUDS3D=Volumetric Cloud Settings
screen.STARS=Stars
screen.SHADOWS=Shadow Settings
screen.LIGHT_LEVELS=Light Levels
screen.VL=Volumetric Fog Settings
screen.AO=Ambient Occlusion Settings
screen.GI=Global Illumination Settings
screen.RESOURCE_PACK=Resource Pack Settings
screen.REFLECTIONS=Reflection Settings
screen.BLOOM=Bloom Settings
screen.MOTION_BLUR=Motion Blur Settings
screen.EXPERIMENTAL=Experiments


profile.POTATO=§6Potato
profile.POTATO.comment=§6Potato §f- For that rebadged optiplex with a GT 710 and a 3rd gen i5 that your grandma thought was a gaming PC.

profile.LOW=§2Low
profile.LOW.comment=§2Low §f- For your GTX 1050 that's been hanging on for dear life for the last 8 years.

profile.MEDIUM=§aMedium
profile.MEDIUM.comment=§aMedium §f- Runs at ~120FPS on my RX 590.

profile.HIGH=§bHigh
profile.HIGH.comment=§bHigh §f- For any half decent PC.

profile.ULTRA=§dUltra
profile.ULTRA.comment=§dUltra §f- Feeling fancy, are we?

option.TEXTURE_PACK_RESOLUTION=Texture Resolution
value.TEXTURE_PACK_RESOLUTION.0=Auto

option.HARDCODED_EMISSION=Hardcoded Emission
option.HARDCODED_EMISSION.comment=Hardcoded emission data for blocks like torches.

option.HARDCODED_SPECULAR=Hardcoded Specular
option.HARDCODED_SPECULAR.comment=Hardcoded specular mapping for blocks like metals.

option.HARDCODED_SSS=Hardcoded Subsurface Scattering
option.HARDCODED_SSS.comment=Hardcoded subsurface scattering for blocks like leaves.

option.GLOWING_ORES=Glowing Ores
option.GLOWING_ORES.comment=Makes ores glow, so they are easier to spot.

option.MULTIPLY_METAL_ALBEDO=Metal Albedo Tinting
option.MULTIPLY_METAL_ALBEDO.comment=Tints metal reflections with the albedo colour. Disable if resource pack does not support this.

option.NORMAL_MAPS=Normal Maps
option.NORMAL_MAPS.comment=Use normal map data from the resource pack.

option.SPECULAR_MAPS=Specular Maps
option.SPECULAR_MAPS.comment=Use specular map data from resource pack.

option.EMISSION=Emission
option.Emission.comment=Makes some objects glow in the dark

option.REFLECTION_SAMPLES=Rough Reflection Samples
option.REFLECTION_SAMPLES.comment=Number of samples taken for reflections on rough surfaces. §cHigher values will severely impact performance.

option.ROUGH_REFLECTION_THRESHOLD=Rough Reflection Threshold
option.ROUGH_REFLECTION_THRESHOLD.comment=Materials with a roughness value greater than the threshold will not reflect. Higher values have a higher performance cost and may cause visual noise. §eSetting this to 0 disables rough reflections!§

option.DYNAMIC_NOISE=Dynamic Noise
option.DYNAMIC_NOISE.comment=Use different noise every frame for reflections and shadows. Useful if you're blending frames in post.

option.SUBSURFACE_SCATTERING=Subsurface Scattering
option.SUBSURFACE_SCATTERING.comment=Allows some blocks to scatter sunlight through them, and be lit on the side facing away from the sun.

option.FOV_OVERRIDE=FOV Override
option.FOV_OVERRIDE.comment=Manually override the FOV from the in-game setting. Set the in-game FOV higher than your actual FOV to reduce chunk artifacts with large-scale vertex deformations. May cause crashes on AMD!

option.FOV_DEFAULT_TENS=In-game FOV
option.FOV_TRUE_TENS=Actual FOV
option.FOV_TRUE_FIVES=Actual FOV

option.EXPOSURE=Exposure
option.EXPOSURE.comment=The brightness level of the entire scene

option.SATURATION=Saturation
option.SATURATION.comment=The saturation level of the entire scene. On Bruce's version of Ebin, this was set to 1.2, or 1.0 in older versions.

option.SUN_LIGHT_LEVEL=Sun Light Level
option.SUN_LIGHT_LEVEL.comment=The brightness level of sunlight

option.SKY_LIGHT_LEVEL=Sky Light Level
option.SKY_LIGHT_LEVEL.comment=The brightness level of skylight

option.AMBIENT_LIGHT_LEVEL=Ambient Light Level
option.AMBIENT_LIGHT_LEVEL.comment=The brightness level of ambient light, which is the only light inside dark caves, etc

option.TORCH_LIGHT_LEVEL=Artificial Light Level
option.TORCH_LIGHT_LEVEL.comment=The brightness level of artificial light sources, such as torches and glowstone

option.SKY_BRIGHTNESS=Sky Brightness
option.SKY_BRIGHTNESS.comment=The brightness level of the sky

option.BLOOM_ENABLED=Bloom

option.BLOOM_AMOUNT=Bloom Amount
option.BLOOM_AMOUNT.comment=The visibility level of bloom, AKA Glow

option.BLOOM_CURVE=Bloom Curve
option.BLOOM_CURVE.comment=Higher values make the bloom more concentrated to bright areas, and also make the bloom more colorful

option.MOTION_BLUR=Motion Blur
option.MOTION_BLUR.commment=You monster

option.VARIABLE_MOTION_BLUR_SAMPLES=Sample Rate
value.VARIABLE_MOTION_BLUR_SAMPLES.0=Constant
value.VARIABLE_MOTION_BLUR_SAMPLES.1=Adaptive

option.VARIABLE_MOTION_BLUR_SAMPLE_COEFFICIENT=Adaptive Sample Rate
option.VARIABLE_MOTION_BLUR_SAMPLE_COEFFICIENT.comment=Medium Performance cost!

option.MAX_MOTION_BLUR_SAMPLE_COUNT=Maximum Adaptive Samples
option.MAX_MOTION_BLUR_SAMPLE_COUNT.comment=Medium performance cost!

option.CONSTANT_MOTION_BLUR_SAMPLE_COUNT=Constant Samples
option.CONSTANT_MOTION_BLUR_SAMPLE_COUNT.comment=Medium performance cost!

option.MOTION_BLUR_INTENSITY=Blur Intensity

option.MAX_MOTION_BLUR_AMOUNT=Max Blur Amount


option.TERRAIN_PARALLAX=Terrain Parallax

option.TERRAIN_PARALLAX_QUALITY=Terrain Parallax Quality
option.TERRAIN_PARALLAX_DISTANCE=Terrain Parallax Distance
option.TERRAIN_PARALLAX_INTENSITY=Terrain Parallax Intensity

option.WAVING_GRASS=Waving Plants
option.WAVING_LEAVES=Waving Leaves
option.WAVING_WATER=Waving Water

option.sunPathRotation=Sun Path Rotation

option.shadowMapResolution=Shadow Map Resolution
option.shadowDistance=Shadow Distance

option.SHADOW_MAP_BIAS=Shadow Map Bias
option.SHADOW_MAP_BIAS.comment=Higher values make nearby shadows look better, at the cost of making farther off shadows look worse.

option.SHADOW_TYPE=Shadow Type
option.SHADOW_TYPE.comment=Soft shadows have a constant sample radius/softness. PCSS shadows are softer based on how far away the object casting the shadow is.
value.SHADOW_TYPE.0=Disabled
value.SHADOW_TYPE.1=Hard Shadows
value.SHADOW_TYPE.2=Soft Shadows
value.SHADOW_TYPE.3=PCSS Shadows

option.SHADOW_SOFTNESS=Soft Shadow Radius
option.SHADOW_SOFTNESS.comment=Radius in which shadow samples are made. Does not apply to PCSS or hard shadows.

option.SHADOW_SAMPLES=Shadow Samples
option.SHADOW_SAMPLES.comment=Number of shadow samples. Only applies to soft and PCSS shadows.

option.TRANSPARENT_SHADOWS=Transparent Shadows
option.TRANSPARENT_SHADOWS.comment=Allows transparent objects to tint the colour of sunlight.

option.PLAYER_SHADOW=Player Shadow
option.PLAYER_SHADOW.comment=Whether or not the player casts a shadow

option.COMPOSITE0_SCALE=Effect Resolution
option.COMPOSITE0_SCALE.comment=Rendering resolution of:. Global Illumination. Ambient Occlusion. Volumetric Light
value.COMPOSITE0_SCALE.0.25=0.25x
value.COMPOSITE0_SCALE.0.33=0.33x
value.COMPOSITE0_SCALE.0.40=0.40x
value.COMPOSITE0_SCALE.0.50=0.50x
value.COMPOSITE0_SCALE.0.60=0.60x
value.COMPOSITE0_SCALE.0.75=0.75x
value.COMPOSITE0_SCALE.1.00=1.00x

option.COMPOSITE0_NOISE=Ditherred Noise
option.COMPOSITE0_NOISE.comment=Helps hide artifacts due to low sample counts. Medium performance cost!. Causes flickering at lower resolutions!

option.FOG_ENABLED=Fog

option.FOG_POWER=Fog Curve
option.FOG_POWER.comment=Higher values make fog more subtle nearby, but more intense farther away

option.FOG_START=Fog Start

option.GI_ENABLED=Global Illumination

option.PLAYER_GI_BOUNCE=Player GI Bounce
option.PLAYER_GI_BOUNCE.comment=If this is enabled the player will cause GI to bounce off the player. This usually looks unnatural so it is off be default.

option.GI_RADIUS=GI Radius
option.GI_RADIUS.comment=The radius of global illumination light bounces

option.GI_SAMPLE_COUNT=GI Sample Count
option.GI_SAMPLE_COUNT.comment=Higher values have a high performance cost!

option.GI_BOOST=GI Boost
option.GI_BOOST.comment=Disables global illumination computations in certain situations where they will have a minimal visual impact (mostly in sunlight). High performance benefit!

option.GI_TRANSLUCENCE=GI Translucence
option.GI_TRANSLUCENCE.comment=Higher values make global illumination seem to "bounce through" surfaces, similar to subsurface scattering

option.GI_BRIGHTNESS=GI Brightness

option.AO_ENABLED=Ambient Occlusion

option.AO_SAMPLE_COUNT=AO Sample Count

option.AO_RADIUS=AO Radius

option.AO_INTENSITY=AO Intensity

option.VL_ENABLED=Volumetric Fog
option.VL_ENABLED.comment=Scatters sunlight through fog based on shadows.
option.VL_QUALITY=Volumetric Fog Quality
option.VL_STRENGTH=Volumetric Fog Strength

option.CLOUD2D=2D Clouds

option.CLOUD2D_HEIGHT=2D Cloud Plane Height

option.CLOUD2D_COVERAGE=Cloud Coverage

option.CLOUD2D_SPEED=Cloud Speed

option.CLOUD3D=Volumetric Clouds
option.CLOUD3D_START_HEIGHT=Starting Height
value.CLOUD3D_START_HEIGHT.260=250
option.CLOUD3D_SAMPLES=Sample Count
option.CLOUD3D_DEPTH=Height
option.CLOUD3D_DEPTH.comment=The height of the 3D cloud volume
option.CLOUD3D_COVERAGE=Coverage
option.CLOUD3D_DENSITY=Density
option.CLOUD3D_SPEED=Speed
option.CLOUD3D_LIGHTING=Cloud Lighting Function
option.CLOUD3D_LIGHTING.comment=Select from a choice of 3 lighting functions for the clouds.

option.BIOME_WEATHER=Biome Specific Weather
option.BIOME_WEATHER.comment=Affects volumetric cloud density based on biome humidity and prevents clouds from getting denser in the rain in biomes where it can't rain.

option.STARS=Stars

option.REFLECT_STARS=Reflect Stars

option.ROTATE_STARS=Rotate Stars
option.ROTATE_STARS.comment=Have the stars rotate with the sun/moon. Causes radially symmetric star patterns.

option.STAR_SCALE=Star Scale

option.STAR_BRIGHTNESS=Star Brightness

option.STAR_COVERAGE=Star Coverage


option.WATER_PARALLAX=Water Parallax
option.WATER_PARALLAX.comment=High performance cost!

option.WATER_CAUSTICS=Underwater Caustics
option.WATER_CAUSTICS.comment=Emulates the effect of sunlight refracting through water. Works best if volumetric fog is enabled as well!

option.WATER_HEIGHT=Sea level
option.WATER_HEIGHT.comment=Assumed constant height for water surface

option.VARIABLE_WATER_HEIGHT=Variable Water Height
option.VARIABLE_WATER_HEIGHT.comment=Fallback to lightmaps to determine underwater depth. For situations with variable water surface heights

option.UNDERWATER_LIGHT_DEPTH=Underwater light depth
option.UNDERWATER_LIGHT_DEPTH.comment=How deep light penetrates below the water surface. Can be set manually in /UserProgram/WaterHeight.glsl
value.UNDERWATER_LIGHT_DEPTH.65536=Infinite

option.WAVE_MULT=Wave Height
option.WAVE_SPEED=Wave Speed

option.TIME_OVERRIDE=Time Override
option.TIME_OVERRIDE.comment=Modify or override the in-game time, based on the settings on this page

option.TIME_OVERRIDE_MODE=Override Mode
value.TIME_OVERRIDE_MODE.1=Constant Time
value.TIME_OVERRIDE_MODE.2=Day/Night only
value.TIME_OVERRIDE_MODE.3=Misc Time Effect

option.CONSTANT_TIME_HOUR=Constant Time Hour
option.CONSTANT_TIME_HOUR.comment=The hour to set the time. Example: 3 = 3000 ticks

option.CUSTOM_DAY_NIGHT=Day/Night Only
value.CUSTOM_DAY_NIGHT.1=Day Only
value.CUSTOM_DAY_NIGHT.2=Night Only

option.CUSTOM_TIME_MISC=Misc
value.CUSTOM_TIME_MISC.1=Old North
value.CUSTOM_TIME_MISC.2=User Defined Rotation

option.DEFORM=Terrain Deformation

option.DEFORMATION=Deformation Type
value.DEFORMATION.1=Planetoid
value.DEFORMATION.2=Acid Shaders
value.DEFORMATION.3=Animal Crossing
value.DEFORMATION.4=User Deformation

option.HIDE_ENTITIES=Hide Entities

option.LIGHT_DESATURATION=Light Desaturation
option.LIGHT_DESATURATION.comment=Reduces saturation on light sources.

option.CLEAR_WATER=Clear Water
option.CLEAR_WATER.comment=Makes water much easier to see through.

option.BIOME_WATER_TINT=Biome Water Tint
option.BIOME_WATER_TINT.comment=Tints water colour based on biome.

option.SMOOTH_ICE=Smooth Ice
option.SMOOTH_ICE.comment=Disables texturing on ice, making it look very smooth.

option.TELEFOCAL_SHADOWS=Telefocal Shadows
option.TELEFOCAL_SHADOWS.comment=Focus the shadow quality-center to a coordinate, or the center of your screen

option.SHADOWS_FOCUS_CENTER=Focus Center
option.SHADOWS_FOCUS_CENTER.comment=Focus shadow quality to the center of your screen. "centerDepthSmooth" must be enabled for this feature! It can be enabled in: /UserProgram/centerDepthSmooth.glsl

option.Shadow_Focus_X=Shadow Focus X
option.Shadow_Focus_X.comment=The X coordinate of the shadow map's highest quality zone. This coordinate can be set in: /UserProgram/Shadow_Focus.glsl. These coordinates are overwritten by the "Focus Center" option
option.Shadow_Focus_Y=Shadow Focus Y
option.Shadow_Focus_Y.comment=The Y coordinate of the shadow map's highest quality zone. This coordinate can be set in: /UserProgram/Shadow_Focus.glsl. These coordinates are overwritten by the "Focus Center" option
option.Shadow_Focus_Z=Shadow Focus Z
option.Shadow_Focus_Z.comment=The Z coordinate of the shadow map's highest quality zone. This coordinate can be set in: /UserProgram/Shadow_Focus.glsl. These coordinates are overwritten by the "Focus Center" option

option.RAIN=Rain
option.RAIN.comment=Enables rain particles. If rendering water behind translucents is disabled, rain will be dithered such that water still renders behind it. §cWith volumetric fog enabled, this does not look good.

option.WATER_SHADOW=Water Shadow

option.FORCE_COMPATIBILITY=Force Compatibility Mode

option.DEBUG=Debug Mode

option.DEBUG_VIEW=Debug Shader View
option.DEBUG_VIEW.comment=The shader stage you're debugging
value.DEBUG_VIEW.-1=gbuffers_main
value.DEBUG_VIEW.0=composite
value.DEBUG_VIEW.1=composite1
value.DEBUG_VIEW.2=composite2
value.DEBUG_VIEW.3=composite3
value.DEBUG_VIEW.7=final

option.CUSTOM_TIME_CYCLE=Custom Time Cycle

option.FREEZE_TIME=Freeze Time
option.FREEZE_TIME.comment=Disable animations and keep them in a static position. Helpful for screenshot comparisons

option.FRAMERATE_BOUND_TIME=Framerate Based Animations
option.FRAMERATE_BOUND_TIME.comment=Animate based on number of output frames, instead of system time. Useful for non-realtime fixed-framerate recording with Minema.

option.ANIMATION_FRAMERATE=Animation Framerate
option.ANIMATION_FRAMERATE.comment=The fixed-framerate to assume when animating based on framerate.

option.WARM_TORCHLIGHT=Warm Torchlight
option.WARM_TORCHLIGHT.comment=Whether the torchlight (and other artificial light) is warm, or neutral.

option.DIRECTIONAL_LIGHTING=Directional Lighting
option.DIRECTIONAL_LIGHTING.comment=Use normal maps and the lightmap to approximate 3D lighting from artifical light sources (i.e torches) on blocks.

option.WATER_REFRACTION=Water Refraction
option.WATER_REFRACTION.comment=Distort stuff visible through water due to the refraction of light. §cThis feature currently has mild artifacts (pixels refracted offscreen keep their original colour).

option.LABPBR_VERSION=labPBR Version

option.FLOODFILL_BLOCKLIGHT=Colored Blocklight
option.FLOODFILL_BLOCKLIGHT.comment=Uses a floodfill algorithm in the shadow pass to determine the colour of blocklighting. §cThis feature requires hardware which supports custom images.

option.HANDLIGHT=Dynamic Handlight
option.HANDLIGHT.comment=Illuminates an area around the player when a light source is held in their hand.

option.TONEMAP=Tonemap
option.TONEMAP.comment=Modern versions of Ebin use the ACES tonemap. Older versions used Reinhard.
value.TONEMAP.1=Reinhard

value.TONEMAP.2=ACES

value.TONEMAP.3=Burgess (Stock)
value.TONEMAP.4=Burgess (Ebin)
value.TONEMAP.5=Burgess (Continuity)

value.TONEMAP.6=Uncharted 2

option.VERSION=Version
value.VERSION.0=v1.5.4
value.VERSION.1=e1d9e5eea12ad56e4e09f26f6b6de5e57f84cb23
