# Adistira shader - settings screen names & descriptions

screen.FEATURES=Feature Toggles
screen.FEATURES.comment=Turn heavy systems ON/OFF to trade quality for FPS.

# ---- Feature toggles ----
option.GODRAYS_ENABLED=God Rays
option.GODRAYS_ENABLED.comment=Volumetric sun/moon light shafts through trees and gaps. Pretty but costs FPS.
option.VOLUMETRIC_CLOUDS=Volumetric Clouds
option.VOLUMETRIC_CLOUDS.comment=Ray-marched 3D clouds in the sky and mirrored on water. One of the heaviest systems.
option.WATER_SSR=Water Reflections
option.WATER_SSR.comment=Screen-space object reflections on the water surface (shoreline). Off = sky-only mirror.
option.FOREST_MIST_ENABLED=Ground Mist
option.FOREST_MIST_ENABLED.comment=Low atmospheric haze pooling on the ground between trees.
option.FXAA_ENABLED=FXAA Anti-Aliasing
option.FXAA_ENABLED.comment=Fast edge smoothing. Cheap. Turn off for razor-sharp (but jagged) edges.
option.NORMAL_MAPPING=Normal Mapping
option.NORMAL_MAPPING.comment=Uses a resource pack's labPBR normal maps to add surface bump detail to lighting.
option.PARALLAX=Parallax Occlusion
option.PARALLAX.comment=Real 3D depth in block surfaces from a labPBR heightmap. No effect without a POM resource pack.
option.DYNAMIC_HANDLIGHT=Dynamic Handheld Light
option.DYNAMIC_HANDLIGHT.comment=A torch or lantern held in your hand lights up the world around you.
option.SSAO_ENABLED=Ambient Occlusion
option.SSAO_ENABLED.comment=Soft contact shadows in corners and crevices so blocks look less flat.
option.TAA_ENABLED=Temporal AA (TAA)
option.TAA_ENABLED.comment=Smoothest anti-aliasing, accumulated over frames. May show slight ghosting in fast motion.
option.COLORED_LIGHT=Coloured Block Light
option.COLORED_LIGHT.comment=Emissive sources cast their colour onto nearby surfaces (lava orange, sea lantern cyan, soul fire blue). Screen-space approximation of LPV.
option.BIOME_AWARE=Biome-Aware Atmosphere
option.BIOME_AWARE.comment=Tints the distant air by biome: cold biomes cool & blue, hot biomes warm; humid biomes (swamp/jungle) sit in more haze.
option.COLORED_LIGHT_STRENGTH=Coloured Light Strength
option.COLORED_LIGHT_STRENGTH.comment=How strongly emissive sources tint nearby surfaces.

# ---- Image ----
option.EXPOSURE=Exposure
option.EXPOSURE.comment=Overall image brightness before tonemapping.
option.BLOOM_STRENGTH=Bloom
option.BLOOM_STRENGTH.comment=Glow around bright areas (sun, lava, lamps).
option.SATURATION=Saturation
option.SATURATION.comment=Colour richness. Lower = softer, higher = more vivid.
option.SOFT_AIR=Soft Air Veil
option.SOFT_AIR.comment=A gentle pastel haze over the whole image. Raise for a dreamier, softer look.

# ---- Atmosphere ----
option.FOG_DENSITY=Far Fog
option.FOG_DENSITY.comment=Aerial-perspective haze that fades distant terrain.
option.FOG_NEAR=Near Fog
option.FOG_NEAR.comment=Light mist the player is immersed in at close/mid range.
option.AIR_STRENGTH=Air Scattering
option.AIR_STRENGTH.comment=Clear-air light scattering toward the horizon.
option.ATMO_STRENGTH=Luminous Atmosphere
option.ATMO_STRENGTH.comment=A bright airy veil that glows toward the sun in the distance.
option.GFOG_STRENGTH=Volumetric Ground Fog
option.GFOG_STRENGTH.comment=Noise-based low mist that hugs the terrain.

# ---- Clouds ----
option.CLOUD_COVERAGE=Cloud Coverage
option.CLOUD_COVERAGE.comment=How much of the sky the clouds fill.
option.CLOUD_DENSITY=Cloud Density
option.CLOUD_DENSITY.comment=How thick/opaque the clouds are.
option.CLOUD_EDGE_SHARPNESS=Cloud Edge Sharpness
option.CLOUD_EDGE_SHARPNESS.comment=Soft fluffy edges vs crisp defined edges.

# ---- Water / light / shadows / materials ----
option.WATER_RAIN_RIPPLES=Rain Ripples
option.WATER_RAIN_RIPPLES.comment=Concentric ripple rings on water during rain.
option.GODRAY_STRENGTH=God Ray Strength
option.GODRAY_STRENGTH.comment=Intensity of the outdoor sun light shafts.
option.MOON_RAY_STRENGTH=Moon Glow Rays
option.MOON_RAY_STRENGTH.comment=Soft edge-free moonlight glow toward the moon at night (no harsh shafts between objects).
option.EMISSIVE_STRENGTH=Emissive Glow
option.EMISSIVE_STRENGTH.comment=How strongly lava, lamps and fire glow (works without a PBR pack).
option.FLOWER_GLOW=Flower Neon Glow
option.FLOWER_GLOW.comment=Flowers radiate their own hue as a neon glow at night. 0 to disable.
option.LEAF_MOTES=Leaf Firefly Motes
option.LEAF_MOTES.comment=Rare glowing green-gold specks twinkling inside tree leaves at night. Subtle. 0 to disable.
option.GRASS_SPARKS=Grass Magic Sparks
option.GRASS_SPARKS.comment=Tiny glowing sparks drifting up through the grass and fading away at night. 0 to disable.
option.NORMAL_STRENGTH=Normal Map Strength
option.NORMAL_STRENGTH.comment=How much labPBR normal maps bend the surface lighting.
option.PARALLAX_DEPTH=Parallax Depth
option.PARALLAX_DEPTH.comment=How deep the parallax displacement goes (needs a heightmap pack).
option.SSAO_STRENGTH=Ambient Occlusion Strength
option.SSAO_STRENGTH.comment=Darkness of the contact shadows in corners.
option.GRASS_TIP_WHITE=Grass Tip Frost
option.GRASS_TIP_WHITE.comment=Whitening of grass blade tips for a stylized look.
option.SHADOW_SOFTNESS=Shadow Softness
option.SHADOW_SOFTNESS.comment=Penumbra spread. Low = sharp detailed shadows, high = soft/blobby.
option.DEBUG_PANEL=Debug Performance Panel
option.DEBUG_PANEL.comment=Top-left overlay showing FPS, frame time and which heavy systems are active.
