option.FRUSTUM_CULLING=Frustum Culling
option.FRUSTUM_CULLING.comment=Greatly improves performance by only loading chunks directly front of you. Causes light-leaking indoors and inside of caves. Good for long-range outdoor screenshots.

option.RAYBUFFER_MULT=Max Active Rays
option.RAYBUFFER_MULT.comment=The maximum number of active rays. Lower number might be faster (especially on AMD). Raise this if large regions of the screen appear black. More light bounces require more active rays.
value.RAYBUFFER_MULT.1=1x
value.RAYBUFFER_MULT.2=2x
value.RAYBUFFER_MULT.4=4x

option.VOXEL_BUFFER_HEIGHT=Max Loaded Chunks
option.VOXEL_BUFFER_HEIGHT.comment=The approximate maximum number of chunks that can be loaded. Lower number might be faster (especially on AMD). Raise this if the screen starts shining purple. Higher render distances require more loaded chunks. Enabling "Frustum Culling" requires less loaded chunks.
value.VOXEL_BUFFER_HEIGHT.512=1x
value.VOXEL_BUFFER_HEIGHT.1024=2x
value.VOXEL_BUFFER_HEIGHT.2048=4x
value.VOXEL_BUFFER_HEIGHT.4096=8x
value.VOXEL_BUFFER_HEIGHT.6144=12x
value.VOXEL_BUFFER_HEIGHT.8192=16x
value.VOXEL_BUFFER_HEIGHT.12288=24x
value.VOXEL_BUFFER_HEIGHT.16384=32x

screen.Pathtracing=Path Tracing
option.MAX_LIGHT_BOUNCES=Light Bounces
option.MAX_LIGHT_BOUNCES.comment=The maximum number of times light is allowed to bounce.
option.SUNLIGHT_RAYS=Sunlight Rays
option.AMBIENT_RAYS=Ambient Rays
option.SPECULAR_RAYS=Reflection Rays
option.TINTING=Translucent Tinting
option.TINTING.comment=transmitted light tinting intensity through translucent blocks (stained glass etc.)
value.TINTING.-0.2=-2
value.TINTING.-0.1=-1
value.TINTING.0.0=Default
value.TINTING.0.1=+1
value.TINTING.0.2=+2

option.ANY_ATROUS_FILTER=Spatial Blur Filter
option.ANY_ATROUS_FILTER.comment=Does a large-scale blur to reduce noise from path-tracing.
option.REPROJECT=Temporal Filter
option.REPROJECT.comment=Attempts to re-use path-tracing information from the previous frame, even when you are moving.
option.HISTORY_LIMIT=Temporal Filter Limit
option.HISTORY_LIMIT.comment=Upper limit to control the strength of temporal filter.


screen.Color=Color Correction
option.EXPOSURE=Exposure
option.EXPOSURE.comment=Total brightness of the scene.
option.LOWLIGHT_EYE=Lowlight Eye
option.LOWLIGHT_EYE.comment=Causes the scene to become desaturated in low light conditions. Simulates the effect of rods & cones in the eye.
screen.EmissionColor=Emission Color
option.CopperBulb_R=Copper Bulb R
option.CopperBulb_G=Copper Bulb G
option.CopperBulb_B=Copper Bulb B
option.Furnace_R=Furnace R
option.Furnace_G=Furnace G
option.Furnace_B=Furnace B
option.Furnace_R.comment=for furnace, blast furnace, smoker
option.Furnace_G.comment=for furnace, blast furnace, smoker
option.Furnace_B.comment=for furnace, blast furnace, smoker


screen.Effects=Effects

option.BLOOM=Bloom
option.TAA.comment=Temporal anti-aliasing.

option.PARALLAX=POM
option.POM_DEPTH_MULT=POM Height
option.PARALLAX.comment=Parallax Occlusion Mapping. Using POM-supported resource pack, the unevenness of surface is represented, giving the block faces a sense of depth.
screen.POM.comment=Parallax Occlusion Mapping.
option.POM_SILHOUETTE=POM Silhouette
option.POM_SILHOUETTE.comment=Use POM information to determine whether a block edge can be seen-through, and show the realistic shape on the outline of blocks.
option.QUADTREE_POM=Quadtree POM
option.QUADTREE_POM.comment=Uses an accelerated POM algorithm for larger texture resolutions. Usually good for textures 512x and larger. However, when using extremely large resource packs (spanning several gigabytes) this may malfunction due to OpenGL limitations.
option.POM_QUALITY=POM Quality
option.POM_QUALITY.comment=Computational cost of ray marching in POM. Increasing this can alleviate artifacts that occur when using high-resolution resource packs. It functions only when Quadtree POM is OFF.

option.RASTER_ENGINE=Raster Engine
option.DEBUG=Debug Viewer