option.WATER_PRESET=Source Material
option.WATER_PRESET.comment=Selects a Source water material preset. Each preset defines the surface and underwater color, fog range, refraction, reflection, and flow.
value.WATER_PRESET.0=EP2 Riverbed 01
value.WATER_PRESET.1=EP2 Riverbed 02
value.WATER_PRESET.2=EP2 Silo
value.WATER_PRESET.3=EP2 Tunnels
value.WATER_PRESET.4=Lost Coast ATI
value.WATER_PRESET.5=HL2 Canals 03
value.WATER_PRESET.6=HL2 Canals Clear
value.WATER_PRESET.7=EP1 Riverbed 01
value.WATER_PRESET.8=CSS Militia

option.WATER_NORMAL_MODE=Normal Map Animation
option.WATER_NORMAL_MODE.comment=Selects the Source water normal animation. 2007 blends three scrolling normal-map layers for smoother motion; 2004 uses the original 29-frame animated normal map with one scrolling layer.
value.WATER_NORMAL_MODE.0=Source 2007 (Orange Box)
value.WATER_NORMAL_MODE.1=Source 2004 (Classic)

option.WATER_QUALITY=Source Water LOD
option.WATER_QUALITY.comment=Controls the Source-style expensive/cheap water LOD. Auto blends from the expensive path (refraction and optional SSR) to the cheap path (fog color and sky fallback) at the selected distance.
value.WATER_QUALITY.0=Auto
value.WATER_QUALITY.1=Force Expensive
value.WATER_QUALITY.2=Force Cheap

option.SSR_QUALITY=SSR Quality
option.SSR_QUALITY.comment=Controls SSR replacement for Source's planar reflections. SSR Off keeps the Source-style sky fallback; All Reflections Off disables every surface reflection.
value.SSR_QUALITY.0=Performance
value.SSR_QUALITY.1=Balanced
value.SSR_QUALITY.2=High
value.SSR_QUALITY.3=SSR Off (Sky only)
value.SSR_QUALITY.4=All Reflections Off

option.SSR_RESOLUTION=SSR Resolution
option.SSR_RESOLUTION.comment=Sets the resolution used for SSR. Lower scales improve performance and reduce reflection detail; 1.0x uses full screen resolution.
value.SSR_RESOLUTION.0=0.25x
value.SSR_RESOLUTION.1=0.5x
value.SSR_RESOLUTION.2=0.75x
value.SSR_RESOLUTION.3=1.0x

option.EXPENSIVE_WATER_DISTANCE=Expensive Water Distance (Chunks)
option.EXPENSIVE_WATER_DISTANCE.comment=In Auto mode, expensive water blends into cheap water across the final chunk and becomes fully cheap at this distance.

option.CHEAP_WATER_FRESNEL_F0=Cheap Water Fresnel Floor
option.CHEAP_WATER_FRESNEL_F0.comment=Sets the minimum sky reflection at normal incidence. 0.0 follows Source's Fresnel formula; the default 0.04 keeps cubemap-free fallback readable.

option.REFRACTION_MULTIPLIER=Refraction Scale
option.REFRACTION_MULTIPLIER.comment=Scales the refraction amount from the selected Source material. 1.0 preserves the material's original value.

option.REFLECTION_MULTIPLIER=Reflection Scale
option.REFLECTION_MULTIPLIER.comment=Scales the reflection amount from the selected Source material. 1.0 preserves the material's original value.

option.WATER_NORMAL_SCALE=Normal Map Scale
option.WATER_NORMAL_SCALE.comment=Scales the surface normal map. Higher values create smaller, denser ripples.

option.WATER_SPEED_MULTIPLIER=Water Animation Speed
option.WATER_SPEED_MULTIPLIER.comment=Scales normal-map scrolling and frame animation. 1.0 preserves the base rates of the selected material and animation mode.

option.REFLECTION_OVERBRIGHT=Reflection Overbright
option.REFLECTION_OVERBRIGHT.comment=Applies Source-style overbright to reflections when surface refraction blur is active. 1.0 follows original implementation.

option.SURFACE_REFRACTION_BLUR=Surface Refraction Blur
option.SURFACE_REFRACTION_BLUR.comment=Blurs the refracted scene seen through the water surface. The included Source materials do not enable this effect. This setting is based on the engine's real boolean $blurrefract parameter, but implements it as an adjustable adaptation; 0.0 preserves the original sharp image.

option.UNDERWATER_OVERLAY_MULTIPLIER=Underwater Warp Strength
option.UNDERWATER_OVERLAY_MULTIPLIER.comment=Changes the strength of full-screen refraction while the camera is underwater. Whether the effect is enabled depends on the selected material and Source revision; for example, Riverbed 02 disables it in Source 2007 mode.

option.UNDERWATER_OVERLAY_SCALE=Underwater Warp Scale
option.UNDERWATER_OVERLAY_SCALE.comment=Scales the underwater warp normal map in screen space. Higher values create a smaller, denser warp pattern.
