screen.PSX_STYLE=PSX Style
screen.LIGHTING=Lighting
screen.ATMOSPHERE=Atmosphere
screen.CINEMATIC=Cinematic Rendering

profile.PSX=PSX
profile.PERFORMANCE_PSX=Performance PSX
profile.MODERN=Modern
profile.PERFORMANCE_MODERN=Performance Modern
profile.CINEMATIC=Cinematic

option.CINEMATIC_RENDERING=Cinematic HDR Pipeline
option.CINEMATIC_RENDERING.comment=Enables the opt-in high-end rendering path. Existing PSX, Modern, and Performance profiles remain unchanged.
option.CINEMATIC_SOFT_SHADOWS=Variable-penumbra Shadows
option.CINEMATIC_SOFT_SHADOWS.comment=Searches the shadow map for real blockers, then grows the filter according to blocker-to-surface separation.
option.CINEMATIC_SHADOW_SEARCH_SAMPLES=Shadow Blocker Samples
option.CINEMATIC_SHADOW_FILTER_SAMPLES=Shadow Penumbra Samples
option.CINEMATIC_SUN_ANGULAR_RADIUS=Sun Angular Radius
option.CINEMATIC_SUN_ANGULAR_RADIUS.comment=Controls physically motivated penumbra growth. Larger values make distant shadow edges softer without uniformly blurring contact shadows.
option.CINEMATIC_GTAO=Temporal GTAO
option.CINEMATIC_GTAO.comment=Evaluates horizon-based ambient occlusion at half resolution and reconstructs it over time for strong contact structure at controlled cost.
option.CINEMATIC_GTAO_DIRECTIONS=GTAO Directions
option.CINEMATIC_GTAO_STEPS=GTAO Horizon Steps
option.CINEMATIC_GTAO_RADIUS=GTAO Radius
option.CINEMATIC_GTAO_STRENGTH=GTAO Strength
option.CINEMATIC_BLOOM=HDR Bloom
option.CINEMATIC_BLOOM.comment=Extracts true HDR highlights into a reduced-resolution filtered buffer before tone mapping. Rain never changes ordinary material gloss.
option.CINEMATIC_BLOOM_STRENGTH=Bloom Strength
option.CINEMATIC_BLOOM_THRESHOLD=Bloom Threshold
option.CINEMATIC_CLOUDS=Temporally Reconstructed Volumetric Clouds
option.CINEMATIC_CLOUDS.comment=Raymarches a lit three-dimensional cloud layer at quarter resolution, then reprojects and clamps its history at full resolution.
option.CINEMATIC_CLOUD_STEPS=Cloud Primary Steps
option.CINEMATIC_CLOUD_LIGHT_STEPS=Cloud Lighting Steps
option.CINEMATIC_CLOUD_TEMPORAL_WEIGHT=Cloud History Weight
option.CINEMATIC_CLOUD_COVERAGE=Cloud Coverage

option.VERTEX_SNAPPING=Vertex Snapping
option.VERTEX_SNAPPING.comment=Snaps world and held-item vertices to a screen-space pixel grid at every distance. Entity snapping has a separate compatibility switch. The sky remains stable.
option.SNAP_PIXEL_SIZE=Snap Grid Size
option.SNAP_PIXEL_SIZE.comment=Size of the screen-space grid near the camera.
option.DISTANT_SNAP_PIXEL_SIZE=Distant Snap Grid
option.DISTANT_SNAP_PIXEL_SIZE.comment=Reduced screen-space grid size near the render-distance horizon.
suffix.SNAP_PIXEL_SIZE= px
suffix.DISTANT_SNAP_PIXEL_SIZE= px
option.ENTITY_VERTEX_SNAPPING=Entity Vertex Snapping
option.ENTITY_VERTEX_SNAPPING.comment=Applies vertex snapping to mobs and players. ModernPSX Compatibility automatically disables it for entity passes while Fresh Animations is selected.
option.AFFINE_TEXTURE_MAPPING=Affine Texture Warping
option.AFFINE_TEXTURE_MAPPING.comment=Interpolates world texture coordinates without full perspective correction, reproducing the characteristic PS1 texture swim on oblique polygons.
option.AFFINE_TEXTURE_STRENGTH=Affine Warp Strength
option.AFFINE_TEXTURE_STRENGTH.comment=Blends between modern perspective-correct mapping and full screen-linear PS1-style mapping.
option.SEAM_REPAIR=Geometry Seam Guard
option.SEAM_REPAIR.comment=Repairs isolated one-pixel background holes between snapped solid surfaces. Flat sky is rejected before neighbour sampling; Performance leaves it disabled.

option.DITHERING=Ordered Dithering
option.COLOR_LEVELS=Color Levels
option.COLOR_LEVELS.comment=Approximate number of available values per color channel. Lower values look more strongly quantized.
option.DITHER_STRENGTH=Dither Strength
option.DITHER_STRENGTH.comment=Extends to 3.0 for a deliberately pronounced ordered-dither effect.
option.DITHER_PATTERN_SCALE=Dither Pixel Size
option.DITHER_PATTERN_SCALE.comment=Enlarges each Bayer pattern cell so dithering remains visible at high resolutions.
suffix.DITHER_PATTERN_SCALE=x

option.PSX_ENCHANT_GLINT=PSX Enchantment Glint
option.PSX_ENCHANT_GLINT.comment=Uses Minecraft's animated sheen with vertex positions matched to the pack's snapped armour geometry.
option.GLINT_STRENGTH=Glint Strength
option.GLINT_STRENGTH.comment=Controls how strongly the enchantment sheen is added over items and armour.
option.GLINT_PIXEL_SIZE=Glint Pixel Size
option.GLINT_PIXEL_SIZE.comment=Groups texels inside the animated sheen itself. Larger values create chunkier PSX-style glint without making it camera-relative.
suffix.GLINT_PIXEL_SIZE=x
option.COPLANAR_STABILITY=Coplanar Stability
option.COPLANAR_STABILITY.comment=Preserves full vertex snapping while giving cutout attachments, particles, and translucent overlays a stable depth priority over nearly coplanar supporting surfaces.
option.COPLANAR_BIAS_STRENGTH=Coplanar Bias Strength
option.COPLANAR_BIAS_STRENGTH.comment=Controls the tiny depth-only separation used for surface overlays. Increase only when a snapped particle or attachment still flickers.
option.FOLIAGE_WIND=Foliage Wind
option.FOLIAGE_WIND.comment=Adds restrained world-space motion to leaves, grass, and ferns, with matching moving shadows and distance damping to avoid far-field shimmer.
option.WIND_STRENGTH=Wind Strength
option.WIND_STRENGTH.comment=Controls the amplitude of foliage motion. Grass bends mostly at its tips while leaves move more gently.
option.WIND_SPEED=Wind Speed
option.WIND_SPEED.comment=Controls how quickly foliage completes each sway without changing how far it bends.
option.STAINED_GLASS_TINT_STRENGTH=Stained Glass Tint
option.STAINED_GLASS_TINT_STRENGTH.comment=Controls broad pane opacity while retaining darker texture details. Lower values prevent distant atmospheric colours becoming a dense coloured veil behind stained glass.

option.SHADOWS=Dynamic Shadows
option.shadowMapResolution=Shadow Resolution
option.shadowDistance=Shadow Distance
option.SHADOW_DARKNESS=Shadow Darkness
option.SHADOW_DARKNESS.comment=Darkens indirect daylight inside cast shadows without crushing caves or nearby block light.
option.SHADOW_FILTER=Soft Shadow Filter
option.SHADOW_FILTER.comment=Optionally blends neighbouring hard shadow texels. Disabled by default for crisp pixel-stepped silhouettes.
option.SHADOW_FILTER_SAMPLES=Shadow Filter Samples
option.SHADOW_FILTER_SAMPLES.comment=Two samples are faster; four samples produce smoother Cinematic shadow edges.
option.SHADOW_CULLING_MODE=Terrain Shadow Coverage
option.SHADOW_CULLING_MODE.comment=Full Coverage submits all geometry inside the shadow volume so large off-screen or elevated terrain can cast shadows. It is substantially more expensive.
value.SHADOW_CULLING_MODE.0=Optimized
value.SHADOW_CULLING_MODE.1=Full Coverage
option.SECONDARY_SHADOW_CASTERS=Mob and Block-entity Shadows
option.SECONDARY_SHADOW_CASTERS.comment=Lets mobs and block entities cast dynamic shadows. Disabling this avoids the large second-pass submission spike around villagers, beds, chests, bells, lecterns, and signs; they remain normally rendered and lit.
value.SECONDARY_SHADOW_CASTERS.0=Terrain Only
value.SECONDARY_SHADOW_CASTERS.1=All Casters
option.LIGHTING_STRENGTH=Sunlight Strength
option.BLOCKLIGHT_STRENGTH=Block-light Strength
option.BLOCKLIGHT_STRENGTH.comment=Controls pale neutral propagated block light. Visible emitters retain source-specific colours.
option.NIGHT_BRIGHTNESS=Night Brightness
option.NIGHT_BRIGHTNESS.comment=Controls natural night illumination. Minecraft's brightness setting also contributes within a limited realistic range.
option.EMISSIVE_BLOCKS=Emissive Light Blocks
option.EMISSIVE_BLOCKS.comment=Gives actual emitters a source-specific self-lit colour, including cyan sea lanterns and blue soul lights.
option.EMISSIVE_STRENGTH=Emissive Strength
option.COLORED_LIGHTING_MODE=Coloured Lighting
option.COLORED_LIGHTING_MODE.comment=Disabled uses neutral-white vanilla light. Voxel mode tracks nearby emitter types and colours vanilla block light without screen-space halos.
value.COLORED_LIGHTING_MODE.0=Disabled
value.COLORED_LIGHTING_MODE.1=Voxel
option.COLORED_LIGHT_STRENGTH=Voxel Colour Strength
option.COLORED_LIGHT_STRENGTH.comment=Controls how strongly nearby emitter colours replace neutral vanilla block-light colour.
option.VOXEL_LIGHT_RADIUS=Voxel Light Radius
option.VOXEL_LIGHT_RADIUS.comment=Propagation radius in two-block voxels. Larger values affect more nearby block light and cost more GPU time.
suffix.shadowMapResolution= px
suffix.shadowDistance= blocks

option.DISTANCE_FOG=Long-distance Fog
option.FOG_START=Fog Start
option.FOG_START.comment=Fraction of render distance where terrain begins fading. The sky is never fogged out.
option.ATMOSPHERIC_HAZE=Atmospheric Haze
option.ATMOSPHERIC_HAZE.comment=Adds gradual colour-aware aerial perspective across middle and far distances during day and night.
option.ATMOSPHERE_QUALITY=Atmosphere Quality
option.ATMOSPHERE_QUALITY.comment=Fast uses the forward lightmap heuristic. Stable Openness adds camera-skylight-aware atmospheric correction without offset depth probes or silhouette echoes.
value.ATMOSPHERE_QUALITY.0=Fast
value.ATMOSPHERE_QUALITY.1=Stable Openness
option.DAY_HAZE_STRENGTH=Day Haze
option.DAY_HAZE_STRENGTH.comment=Controls daylight aerial perspective and broad sunlight scattering.
option.NIGHT_HAZE_STRENGTH=Night Haze
option.NIGHT_HAZE_STRENGTH.comment=Controls pale moonlit aerial perspective and the sky haze around the moon.
option.PSX_UNDERWATER=PSX Underwater
option.PSX_UNDERWATER.comment=Enables murky distance fog, reduced blue-green colour, stepped refraction, and optional blocky caustic bands while submerged.
option.UNDERWATER_VISIBILITY=Underwater Visibility
option.UNDERWATER_VISIBILITY.comment=Distance in blocks at which the underwater fog becomes opaque.
suffix.UNDERWATER_VISIBILITY= blocks
option.UNDERWATER_GRADE_STRENGTH=Underwater Colour Grade
option.UNDERWATER_GRADE_STRENGTH.comment=Controls the low-colour blue-green underwater palette shift before ordered dithering.
option.UNDERWATER_REFRACTION=Stepped Underwater Refraction
option.UNDERWATER_REFRACTION.comment=Shifts broad screen bands by whole pixels for restrained low-resolution water movement.
option.UNDERWATER_REFRACTION_PIXELS=Refraction Distance
option.UNDERWATER_REFRACTION_PIXELS.comment=Maximum pixel displacement of the stepped underwater refraction.
suffix.UNDERWATER_REFRACTION_PIXELS= px
option.UNDERWATER_CAUSTICS=Blocky Underwater Caustics
option.UNDERWATER_CAUSTICS.comment=Adds slowly moving, quantized light bands to nearby upward-facing surfaces with skylight.
option.UNDERWATER_CAUSTIC_STRENGTH=Caustic Strength
option.UNDERWATER_SHAFT_STRENGTH=Underwater Shaft Strength
option.UNDERWATER_SHAFT_STRENGTH.comment=Controls the restrained shaft light visible only when looking upward toward the water surface. Horizontal air-volume shafts are suppressed underwater.
option.SURFACE_WATER_DEPTH=Surface Water Depth
option.SURFACE_WATER_DEPTH.comment=Uses the terrain beneath the surface to keep shallow edges clearer while making river and lake beds progressively murkier.
option.WATER_DEPTH_STRENGTH=Water Depth Strength
option.WATER_DEPTH_STRENGTH.comment=Controls how quickly underwater terrain is absorbed and obscured as the measured water column deepens.
option.CLOUD_OPACITY=Cloud Density
option.CLOUD_OPACITY.comment=Controls stylised cloud opacity and how strongly clouds interrupt sun shafts.
option.VANILLA_CLOUDS=Vanilla Clouds
option.VANILLA_CLOUDS.comment=Restores Minecraft's blocky cloud layer. Disabled by default so the custom sky and celestial lighting remain unobstructed.
option.BIOME_GRADING=Biome Colour Grading
option.BIOME_GRADING.comment=Smoothly tints the whole environment using the current biome temperature and rainfall.
option.BIOME_GRADE_STRENGTH=Biome Grade Strength
option.LIGHTNING_EFFECTS=White Lightning and Flash
option.LIGHTNING_EFFECTS.comment=Renders lightning as clean white and produces two localized cyan-white pulses in nearby sky.
option.LIGHTNING_FLASH_STRENGTH=Local Sky-flash Strength
option.GODRAYS=Sun Shafts
option.GODRAY_MODE=Sun-shaft Method
option.GODRAY_MODE.comment=Screen-space is faster and uses visible cloud edges. World-space marches through the sun shadow map so terrain and foliage produce stable volumetric shafts.
value.GODRAY_MODE.0=Screen-space
value.GODRAY_MODE.1=World-space
option.GODRAY_SAMPLES=Sun-shaft Samples
option.GODRAY_STRENGTH=Sun-shaft Strength
option.GODRAYS.comment=Directional atmospheric shafts that fade gradually as the sun moves off-screen.
option.MOON_SHAFTS=World-space Moon Shafts
option.MOON_SHAFTS.comment=Uses the active night shadow map to cast pale moonlit shafts through terrain and foliage. Only affects the World-space sun-shaft method.
option.MOON_SHAFT_STRENGTH=Moon-shaft Strength
option.CUSTOM_NIGHT_SKY=Custom Night Sky
option.CUSTOM_NIGHT_SKY.comment=Adds stable world-space stars and a bundled PSX-style Milky Way layer.
option.STAR_DENSITY=Star Density
option.STAR_DENSITY.comment=Lower values produce more procedural stars.
option.STAR_BRIGHTNESS=Star Brightness
option.GALAXY_STRENGTH=Milky Way Strength
