# Profiles

profile.low                            = §eNiski
profile.medium                         = §aŚredni
profile.high                           = §bWysoki
profile.ultra                          = §dUltra

# Screens

screen.world                           = Świat
screen.lighting                        = Oświetlenie
screen.sky                             = Niebo
screen.fog                             = Mgła
screen.materials                       = Materiały
screen.water                           = Woda
screen.post                            = Post-processing
screen.misc                            = Różne
screen.box                             = Pudełko

screen.colored_lights                  = Ustawienia Kolorowych Świateł
screen.rp_settings                     = Ustawienia Pakietu Zasobów
screen.reflections                     = Odbicia
screen.refraction                      = Załamanie
screen.light_sources                   = Źródła Światła
screen.shadows                         = Cienie
screen.ao                              = Ambient Occlusion
screen.color_grading                   = Gradacja Kolorów
screen.exposure                        = Ekspozycja

screen.aurora                          = Aurora
screen.clouds                          = Chmury
screen.clouds_cumulus                  = Ustawienia Chmur Kłębiastych
screen.clouds_altocumulus              = Ustawienia Chmur Altocumulus
screen.clouds_cumulus_congestus        = Ustawienia Chmur Cumulus Congestus
screen.clouds_cirrus                   = Ustawienia Chmur Cirrus/Cirrocumulus
screen.clouds_minecrafty               = Ustawienia Chmur Blokowych
screen.clouds_noctilucent              = Ustawienia Chmur Nocnych

screen.fog_rlh                         = Współczynnik Rayleigha
screen.fog_mie                         = Współczynnik Mie
screen.sunlight_color                  = Kolor Światła Słonecznego
screen.moonlight_color                 = Kolor Światła Księżycowego
screen.blocklight_color                = Kolor Światła Blokowego
screen.sunlight_morning                = Rano
screen.sunlight_noon                   = Południe
screen.sunlight_evening                = Wieczór
screen.light_nether                    = Nether
screen.light_end                       = End
screen.fog_rlh_normal                  = Normalny Kolor
screen.fog_rlh_rain                    = Kolor Deszczu
screen.fog_rlh_arid                    = Kolor Suchy/Pustynny
screen.fog_rlh_snowy                   = Kolor Śnieżny
screen.fog_rlh_taiga                   = Kolor Tajgi
screen.fog_rlh_jungle                  = Kolor Dżungli
screen.fog_rlh_swamp                   = Kolor Bagna
screen.water_waves                     = Fale Wodne
screen.water_fog_coeff                 = Współczynniki Mgły Wodnej

screen.weather                         = Codzienny System Pogodowy
screen.weather_d0                      = Dzień 0
screen.weather_d1                      = Dzień 1
screen.weather_d2                      = Dzień 2
screen.weather_d3                      = Dzień 3
screen.weather_d4                      = Dzień 4
screen.weather_d5                      = Dzień 5
screen.weather_d6                      = Dzień 6
screen.weather_d7                      = Dzień 7
screen.weather_d8                      = Dzień 8
screen.weather_d9                      = Dzień 9
screen.weather_d10                     = Dzień 10
screen.weather_d11                     = Dzień 11

screen.end_light_color                 = Kolor Światła
screen.end_ambient_color               = Kolor Otoczenia
screen.nether_color                    = Kolor Statyczny

option.INFO                            = Erbium Shaders
value.INFO.0                           = §eod Slimei
value.INFO.1                           = §aod Slimei
value.INFO.2                           = §bod Slimei
value.INFO.3                           = §dod Slimei

# World settings

option.WAVING_PLANTS                   = Falujące Rośliny
option.WAVING_PLANTS.comment           = Rośliny na ziemi falują na wietrze.\n\nAby dodać blok do listy falujących roślin, otwórz shaders/block.properties i dodaj go do odpowiedniej kategorii (10016, 10017 lub 10018)
option.WAVING_LEAVES                   = Falujące Liście
option.WAVING_LEAVES.comment           = Bloki liści falują na wietrze.\n\nAby dodać blok do listy falujących bloków liści, otwórz shaders/block.properties i dodaj go do odpowiedniej kategorii (10019)
option.SLANTED_RAIN                    = Pochylony Deszcz
option.SLANTED_RAIN.comment            = Pochylone cząstki deszczu. Sprawia, że deszczowa pogoda jest nieco bardziej klimatyczna
option.RAIN_OPACITY                    = Nieprzezroczystość Deszczu
option.RAIN_OPACITY.comment            = Dostosuj nieprzezroczystość cząstek deszczu
option.SEA_LEVEL                       = Poziom Morza
option.SEA_LEVEL.comment               = Współrzędna y morza/ziemi.\n\n-60.0: Superpłaski po 1.18.\n4.0: Superpłaski przed 1.18.\n63.0: Normalny.
option.SNOW_OPACITY                    = Nieprzezroczystość Śniegu
option.SNOW_OPACITY.comment            = Dostosuj nieprzezroczystość cząstek śniegu
option.EDGE_HIGHLIGHT                  = Podświetlenie Krawędzi
option.EDGE_HIGHLIGHT.comment          = Efekt podświetlenia krawędzi inspirowany Minecraft Dungeons
option.EDGE_HIGHLIGHT_SCALE            = Skala Podświetlenia Krawędzi
option.EDGE_HIGHLIGHT_SCALE.comment    = Kontroluje grubość podświetlenia krawędzi; zmień to, aby dopasować do rozdzielczości twojego pakietu zasobów
option.MOON_PHASE_AFFECTS_BRIGHTNESS   = Faza Księżyca Wpływa na Jasność
option.MOON_PHASE_AFFECTS_BRIGHTNESS.comment = Jasność nocna jest zależna od fazy księżyca
option.DESERT_SANDSTORM                = Burza Piaskowa na Pustyni
option.DESERT_SANDSTORM.comment        = Burza piaskowa podczas deszczu w biomie pustynnym
option.END_GLOW                        = Poświata Endu
option.END_GLOW.comment                = Efekt falującej poświaty w Endzie. Wymaga Oświetlenia Wolumetrycznego

# Lighting settings

option.COLORED_LIGHTS                  = Kolorowe Światła
option.COLORED_LIGHTS.comment          = Oświetlenie blokowe o zmiennej barwie przy użyciu algorytmu wypełniania. Wymaga Iris 1.6 lub nowszego
option.COLORED_LIGHTS_VANILLA_LIGHTMAP_CONTRIBUTION = Wkład Mapy Światła Vanilla
option.HANDHELD_LIGHTING               = Oświetlenie Ręczne
option.HANDHELD_LIGHTING.comment       = Przedmioty trzymane w ręku rzucają światło na świat. Jeśli włączone jest kolorowe oświetlenie, oświetlenie ręczne będzie kolorowe jak same światła
option.HANDHELD_LIGHTING_INTENSITY     = Intensywność Oświetlenia Ręcznego
option.HANDHELD_LIGHTING_INTENSITY.comment = Dostosowuje jasność źródeł światła trzymanych w ręku
option.AO_IN_SUNLIGHT                  = AO w Świetle Słonecznym
option.AO_IN_SUNLIGHT.comment          = Czy stosować shader ambient occlusion w bezpośrednim świetle słonecznym/księżycowym
option.CLOUD_SHADOWS                   = Cienie Chmur
option.CLOUD_SHADOWS.comment           = Cienie rzucane przez chmury na ziemię
option.CLOUD_SHADOWS_INTENSITY         = Intensywność Cieni Chmur
option.CLOUD_SHADOWS_INTENSITY.comment = Dostosowuje intensywność cieni chmur
option.SH_SKYLIGHT                     = SH Skylight
option.SH_SKYLIGHT.comment             = Używa kodowania sferycznych harmonicznych dla kierunkowego światła nieba w Overworld, co daje bardzo naturalny efekt.\nDziała dobrze z GTAO
option.SSS_SHEEN                       = Połysk SSS
option.SSS_SHEEN.comment               = Efekt "połysku" na roślinach i liściach, pomaga wysokiej trawie i innym elementom lepiej się zlewać z trawą
option.SSS_INTENSITY                   = Intensywność SSS
option.SSS_INTENSITY.comment           = Dostosowuje jasność rozpraszania podpowierzchniowego (SSS)
option.SHADING_STRENGTH                = Siła Cieniowania
option.SHADING_STRENGTH.comment        = Dostosowuje kontrast cieniowania światła bezpośredniego. Zmniejszenie tej opcji sprawia, że powierzchnie skierowane od słońca, które nie są w cieniu, są jaśniejsze; zwiększenie sprawia, że są ciemniejsze

option.SHADOW                          = Shadow Mapping
option.SHADOW_PCF                      = Shadow Filtering
option.SHADOW_COLOR                    = Colored Shadows
option.SHADOW_COLOR.comment            = Translucent blocks cast tinted shadows
option.SHADOW_VPS                      = Variable Penumbra Shadows
option.SHADOW_VPS.comment              = Shadows grow softer further from their caster
option.shadowMapResolution             = Shadow Resolution
option.shadowDistance                  = Shadow Distance
option.sunPathRotation                 = Sun Path Rotation
option.SHADOW_PENUMBRA_SCALE           = Shadow Softness
option.SHADOW_PENUMBRA_SCALE.comment   = Adjust the softness of shadows
option.ENTITY_SHADOWS                  = Entity Shadows
option.ENTITY_SHADOWS.comment          = Whether entities can cast shadows.\nDisable this to improve performance in survival bases with large farms
option.BLOCK_ENTITY_SHADOWS            = Block Entity Shadows
option.PIXELATED_SHADOWS               = Pixelated Shadows
option.PIXELATED_SHADOWS.comment       = Shadows snap to block texels, creating a pixelated look
option.PIXELATED_SHADOWS_RESOLUTION    = Pixelated Shadows Resolution

option.SHADER_AO                       = Shader AO
option.SHADER_AO.comment               = AO method used. Off - no shader AO. SSAO - lower quality but requires fewer samples/less filtering. GTAO - better quality but requires more samples/filtering
value.SHADER_AO.SHADER_AO_NONE         = Off
value.SHADER_AO.SHADER_AO_SSAO         = SSAO
value.SHADER_AO.SHADER_AO_GTAO         = GTAO
option.VANILLA_AO                      = Vanilla AO
option.VANILLA_AO.comment              = Minecraft's built-in ambient occlusion
option.SSAO_RADIUS                     = SSAO Radius
comment.SSAO_RADIUS                    = Adjusts the radius of SSAO - distance which objects can occlude each otherdistance which objects can occlude each other
option.SSAO_STEPS                      = SSAO Steps
comment.SSAO_STEPS                     = Controls how noisy the SSAO appears
option.GTAO_RADIUS                     = GTAO Radius
comment.GTAO_RADIUS                    = Adjusts the radius of SSAO - distance which objects can occlude each otherdistance which objects can occlude each other
option.GTAO_SLICES                     = GTAO Slices
comment.GTAO_SLICES                    = Controls how noisy the GTAO appears
option.GTAO_HORIZON_STEPS              = GTAO Horizon Steps
comment.GTAO_HORIZON_STEPS             = Controls the accuracy of GTAO

option.SUN_NR                          = Red
option.SUN_NG                          = Green
option.SUN_NB                          = Blue
option.SUN_MR                          = Red
option.SUN_MG                          = Green
option.SUN_MB                          = Blue
option.SUN_ER                          = Red
option.SUN_EG                          = Green
option.SUN_EB                          = Blue
option.SUN_I                           = Sunlight Intensity
option.MOON_R                          = Red
option.MOON_G                          = Green
option.MOON_B                          = Blue
option.MOON_I                          = Moonlight Intensity
option.SKYLIGHT_I                      = Skylight Intensity
option.BOUNCED_LIGHT_I                 = Bounced Sunlight Intensity
option.CAVE_LIGHTING_I                 = Cave Brightness
option.LIGHTNING_FLASH                 = Lightning Flash
option.NETHER_USE_BIOME_COLOR          = Use Biome Color
option.NETHER_I                        = Ambient Intensity
option.NETHER_S                        = Ambient Saturation
option.NETHER_R                        = Red
option.NETHER_G                        = Green
option.NETHER_B                        = Blue
option.END_LIGHT_R                     = Red
option.END_LIGHT_G                     = Green
option.END_LIGHT_B                     = Blue
option.END_LIGHT_I                     = Light Intensity
option.END_AMBIENT_R                   = Red
option.END_AMBIENT_G                   = Green
option.END_AMBIENT_B                   = Blue
option.END_AMBIENT_I                   = Ambient Intensity
option.BLOCKLIGHT_R                    = Red
option.BLOCKLIGHT_G                    = Green
option.BLOCKLIGHT_B                    = Blue
option.BLOCKLIGHT_I                    = Blocklight Intensity

option.VOXEL_VOLUME_SIZE               = Voxel Volume Size
option.VOXEL_VOLUME_SIZE.comment       = High performance impact, also affected by shadow distance
suffix.VOXEL_VOLUME_SIZE               = m

suffix.shadowMapResolution             = ²
suffix.sunPathRotation                 = °

value.shadowDistance.48.0              = 3 chunks
value.shadowDistance.64.0              = 4 chunks
value.shadowDistance.80.0              = 5 chunks
value.shadowDistance.96.0              = 6 chunks
value.shadowDistance.112.0             = 7 chunks
value.shadowDistance.128.0             = 8 chunks
value.shadowDistance.144.0             = 9 chunks
value.shadowDistance.160.0             = 10 chunks
value.shadowDistance.176.0             = 11 chunks
value.shadowDistance.192.0             = 12 chunks
value.shadowDistance.208.0             = 13 chunks
value.shadowDistance.224.0             = 14 chunks
value.shadowDistance.240.0             = 15 chunks
value.shadowDistance.256.0             = 16 chunks
value.shadowDistance.320.0             = 20 chunks
value.shadowDistance.384.0             = 24 chunks
value.shadowDistance.512.0             = 32 chunks
value.shadowDistance.768.0             = 48 chunks
value.shadowDistance.1024.0            = 64 chunks

# Sky settings

option.VANILLA_SUN                     = Vanilla Sun
option.VANILLA_MOON                    = Vanilla Moon
option.SUN_ANGULAR_RADIUS              = Sun Angular Radius
option.MOON_ANGULAR_RADIUS             = Moon Angular Radius
option.SKY_GROUND                      = Sky Ground
option.SKY_GROUND.comment              = Visible planet surface below the horizon
option.ATMOSPHERE_SATURATION_BOOST     = Atmosphere Saturation Boost
comment.ATMOSPHERE_SATURATION_BOOST    = Increases the saturation of the sky and sunlight color depending on the time of day
option.ATMOSPHERE_SATURATION_BOOST_INTENSITY = Atmosphere Saturation Boost Intensity
comment.ATMOSPHERE_SATURATION_BOOST_INTENSITY = Adjust the intensity of Atmosphere Saturation Boost
option.STARS                           = Stars
option.STARS.comment                   = Stars in the night sky. Low performance impact
option.STARS_INTENSITY                 = Stars Intensity
option.STARS_INTENSITY.comment         = Controls the brightness of stars in the night sky
option.STARS_COVERAGE                  = Stars Coverage
option.STARS_COVERAGE.comment          = Controls the number of stars in the night sky
option.GALAXY                          = Galaxy
option.GALAXY.comment                  = Galaxy image in the night sky
option.GALAXY_INTENSITY                = Galaxy Intensity
option.GALAXY_INTENSITY.comment        = Controls the brightness of the galaxy in the night sky

# Clouds
option.CLOUDS_CUMULUS                       = Cumulus Clouds
option.CLOUDS_CUMULUS.comment               = Low-altitude volumetric clouds made to resemble cumulus clouds
option.CLOUDS_CUMULUS_PRIMARY_STEPS_H       = Primary Steps - Horizon
option.CLOUDS_CUMULUS_PRIMARY_STEPS_Z       = Primary Steps - Zenith
option.CLOUDS_CUMULUS_LIGHTING_STEPS        = Lighting Steps
option.CLOUDS_CUMULUS_AMBIENT_STEPS         = Ambient Steps
option.CLOUDS_CUMULUS_ALTITUDE              = Altitude
suffix.CLOUDS_CUMULUS_ALTITUDE              = m
option.CLOUDS_CUMULUS_THICKNESS             = Thickness
option.CLOUDS_CUMULUS_DENSITY               = Density
option.CLOUDS_CUMULUS_COVERAGE              = Coverage
option.CLOUDS_CUMULUS_SIZE                  = Size
option.CLOUDS_CUMULUS_DETAIL_STRENGTH       = Detail Strength
option.CLOUDS_CUMULUS_CURL_STRENGTH         = Curl Strength
option.CLOUDS_CUMULUS_WIND_SPEED            = Wind Speed
suffix.CLOUDS_CUMULUS_ALTITUDE              = m/s
option.CLOUDS_CUMULUS_WIND_ANGLE            = Wind Angle
suffix.CLOUDS_CUMULUS_ALTITUDE              = °

option.CLOUDS_ALTOCUMULUS                       = Altocumulus Clouds
option.CLOUDS_ALTOCUMULUS.comment               = Mid-altitude volumetric clouds made to resemble altocumulus clouds
option.CLOUDS_ALTOCUMULUS_PRIMARY_STEPS_H       = Primary Steps - Horizon
option.CLOUDS_ALTOCUMULUS_PRIMARY_STEPS_Z       = Primary Steps - Zenith
option.CLOUDS_ALTOCUMULUS_LIGHTING_STEPS        = Lighting Steps
option.CLOUDS_ALTOCUMULUS_AMBIENT_STEPS         = Ambient Steps
option.CLOUDS_ALTOCUMULUS_ALTITUDE              = Altitude
suffix.CLOUDS_ALTOCUMULUS_ALTITUDE              = m
option.CLOUDS_ALTOCUMULUS_THICKNESS             = Thickness
option.CLOUDS_ALTOCUMULUS_DENSITY               = Density
option.CLOUDS_ALTOCUMULUS_COVERAGE              = Coverage
option.CLOUDS_ALTOCUMULUS_SIZE                  = Size
option.CLOUDS_ALTOCUMULUS_DETAIL_STRENGTH       = Detail Strength
option.CLOUDS_ALTOCUMULUS_CURL_STRENGTH         = Curl Strength
option.CLOUDS_ALTOCUMULUS_WIND_SPEED            = Wind Speed
suffix.CLOUDS_ALTOCUMULUS_ALTITUDE              = m/s
option.CLOUDS_ALTOCUMULUS_WIND_ANGLE            = Wind Angle
suffix.CLOUDS_ALTOCUMULUS_ALTITUDE              = °

option.CLOUDS_CUMULUS_CONGESTUS                       = Cumulus Congestus Clouds
option.CLOUDS_CUMULUS_CONGESTUS.comment               = Massive, distant volumetric clouds
option.CLOUDS_CUMULUS_CONGESTUS_PRIMARY_STEPS_H       = Primary Steps - Horizon
option.CLOUDS_CUMULUS_CONGESTUS_PRIMARY_STEPS_Z       = Primary Steps - Zenith
option.CLOUDS_CUMULUS_CONGESTUS_LIGHTING_STEPS        = Lighting Steps
option.CLOUDS_CUMULUS_CONGESTUS_AMBIENT_STEPS         = Ambient Steps
option.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE              = Altitude
suffix.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE              = m
option.CLOUDS_CUMULUS_CONGESTUS_THICKNESS             = Thickness
option.CLOUDS_CUMULUS_CONGESTUS_DENSITY               = Density
option.CLOUDS_CUMULUS_CONGESTUS_COVERAGE              = Coverage
option.CLOUDS_CUMULUS_CONGESTUS_SIZE                  = Size
option.CLOUDS_CUMULUS_CONGESTUS_DETAIL_STRENGTH       = Detail Strength
option.CLOUDS_CUMULUS_CONGESTUS_CURL_STRENGTH         = Curl Strength
option.CLOUDS_CUMULUS_CONGESTUS_WIND_SPEED            = Wind Speed
suffix.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE              = m/s
option.CLOUDS_CUMULUS_CONGESTUS_WIND_ANGLE            = Wind Angle
suffix.CLOUDS_CUMULUS_CONGESTUS_ALTITUDE              = °

option.CLOUDS_NOCTILUCENT              = Noctilucent Clouds

option.BLOCKY_CLOUDS                   = Blocky Clouds
option.BLOCKY_CLOUDS.comment           = Vanilla-styled volumetric clouds. Enabling this option disables all other cloud types
option.BLOCKY_CLOUDS_LAYER_2           = Second Layer
option.BLOCKY_CLOUDS_LAYER_2.comment   = A second layer of Minecrafty volumetric clouds! Beware that enabling this option doubles the performance impact of the clouds
option.BLOCKY_CLOUDS_THICKNESS         = Tallness
option.BLOCKY_CLOUDS_THICKNESS.comment = Adjust the thickness of the clouds
option.BLOCKY_CLOUDS_ALTITUDE          = Altitude
option.BLOCKY_CLOUDS_ALTITUTE.comment  = Adjust the height of the clouds
option.BLOCKY_CLOUDS_ALTITUDE_2        = Second Layer Altitude
option.BLOCKY_CLOUDS_ALTITUDE_2.comment = Adjust the height of the second layer of clouds
option.BLOCKY_CLOUDS_ROUNDNESS         = Roundness
option.BLOCKY_CLOUDS_ROUNDNESS.comment = Cloud edge roundness
option.BLOCKY_CLOUDS_SHARPNESS         = Sharpness
option.BLOCKY_CLOUDS_SHARPNESS.comment = Cloud edge sharpness

option.CLOUDS_TEMPORAL_UPSCALING       = Temporal Upscaling
option.CLOUDS_DAILY_WEATHER            = Daily Weather Variation
option.CLOUDS_DAILY_WEATHER.comment    = Clouds are affected by the daily weather system
option.CLOUDS_AERIAL_PERSPECTIVE_BOOST = Aerial Perspective Boost
option.CLOUDS_SCALE                    = Scale
option.CLOUDS_SCALE.comment            = Applied as a scale factor to all clouds, to bring the clouds from a realistic size and altitude to an altitude that is accessible during gameplay. If this value is 1.0, clouds are positioned realistically, with the first layer 800 blocks up by default. If this value is higher, then clouds will appear smaller and form closer to the ground. This also affects the size of cloud shadows
suffix.CLOUDS_SCALE                    = ×
value.CLOUDS_TEMPORAL_UPSCALING.1      = Off
value.CLOUDS_TEMPORAL_UPSCALING.2      = 4×
value.CLOUDS_TEMPORAL_UPSCALING.3      = 9×
value.CLOUDS_TEMPORAL_UPSCALING.4      = 16×

option.CLOUDS_CIRRUS                       = Cirrus/Cirrocumulus Clouds
option.CLOUDS_CIRRUS.comment               = Planar cirrus and cirrocumulus clouds
option.CLOUDS_CIRRUS_LIGHTING_STEPS        = Lighting Steps
option.CLOUDS_CIRRUS_AMBIENT_STEPS         = Ambient Steps
option.CLOUDS_CIRRUS_ALTITUDE              = Altitude
suffix.CLOUDS_CIRRUS_ALTITUDE              = m
option.CLOUDS_CIRRUS_THICKNESS             = Thickness
option.CLOUDS_CIRRUS_DENSITY               = Cirrus Density
option.CLOUDS_CIRRUS_COVERAGE              = Cirrus Coverage
option.CLOUDS_CIRRUS_SIZE                  = Cirrus Size
option.CLOUDS_CIRRUS_DETAIL_STRENGTH       = Cirrus Detail Strength
option.CLOUDS_CIRRUS_CURL_STRENGTH         = Cirrus Curl Strength
option.CLOUDS_CIRRUS_WIND_SPEED            = Wind Speed
suffix.CLOUDS_CIRRUS_ALTITUDE              = m/s
option.CLOUDS_CIRRUS_WIND_ANGLE            = Wind Angle
suffix.CLOUDS_CIRRUS_ALTITUDE              = °
option.CLOUDS_CIRROCUMULUS_DENSITY         = Cirrocumulus Density
option.CLOUDS_CIRROCUMULUS_COVERAGE        = Cirrocumulus Coverage
option.CLOUDS_CIRROCUMULUS_SIZE            = Cirrocumulus Size
option.CLOUDS_CIRROCUMULUS_DETAIL_STRENGTH = Cirrocumulus Detail Strength
option.CLOUDS_CIRROCUMULUS_CURL_STRENGTH   = Cirrocumulus Curl Strength

option.CLOUDS_NOCTILUCENT_INTENSITY    = Intensity
option.CLOUDS_NOCTILUCENT_RARITY       = Rarity

option.AURORA_NORMAL                   = Aurora in Any Biome
option.AURORA_SNOW                     = Aurora in Snow Biome
option.AURORA_BRIGHTNESS               = Aurora Brightness
option.AURORA_FREQUENCY                = Aurora Frequency
option.AURORA_CLOUD_LIGHTING           = Cloud Light Contribution
option.AURORA_GROUND_LIGHTING          = Ground Light Contribution

value.AURORA_NORMAL.AURORA_NEVER       = Never
value.AURORA_NORMAL.AURORA_RARELY      = Rarely
value.AURORA_NORMAL.AURORA_ALWAYS      = Always

value.AURORA_SNOW.AURORA_NEVER         = Never
value.AURORA_SNOW.AURORA_RARELY        = Rarely
value.AURORA_SNOW.AURORA_ALWAYS        = Always

# Fog settings

option.BORDER_FOG                      = Border Fog
option.BORDER_FOG.comment              = Thick fog hugging the edges of the render distance to hide the chunk borders
option.CAVE_FOG                        = Cave Fog
option.CAVE_FOG.comment                = Light, slightly glowing fog applied underground. This makes large caverns feel a lot more atmospheric, and helps you to see the shape of the cave
option.BLOOMY_FOG                      = Bloomy Fog
option.BLOOMY_FOG.comment              = Intense bloom in fog. This gives the appearance of light from bright objects scattering within the fog, and illuminates the area behind them. Almost no performance cost
option.BLOOMY_FOG_INTENSITY            = Bloomy Fog Intensity
option.BLOOMY_FOG_INTENSITY.comment    = Adjusts the intensity of "bloomy fog"
option.NETHER_FOG_INTENSITY            = Nether Fog Intensity
option.VL                              = Volumetric Lighting
option.VL.comment                      = Adds light shafts and variable fog density
option.VL_RENDER_SCALE                 = VL Render Scale
option.AIR_FOG_CLOUDY_NOISE            = Cloudy Fog
option.AIR_FOG_CLOUDY_NOISE.comment    = Subtle cloudy shapes in the fog, best visible in the morning.\nRequires volumetric fog!
option.AIR_FOG_COLORED_LIGHT_SHAFTS    = Colored Light Shafts
option.AIR_FOG_COLORED_LIGHT_SHAFTS.comment = Light shafts passing through translucent objects are tinted by their color

option.AIR_FOG_RAYLEIGH_FALLOFF_START     = Rayleigh Falloff Start
option.AIR_FOG_RAYLEIGH_FALLOFF_START.comment = Altitude above sea level at which the rayleigh fog begins to decrease
option.AIR_FOG_RAYLEIGH_FALLOFF_HALF_LIFE = Rayleigh Falloff Half-Life
option.AIR_FOG_RAYLEIGH_FALLOFF_HALF_LIFE.comment = Altitude above the Rayleigh Falloff Start where the rayleigh fog density is halved
option.AIR_FOG_MIE_FALLOFF_START          = Mie Falloff Start
option.AIR_FOG_MIE_FALLOFF_START.comment  = Altitude above sea level at which the mie fog begins to decrease
option.AIR_FOG_MIE_FALLOFF_HALF_LIFE      = Mie Falloff Half-Life
option.AIR_FOG_MIE_FALLOFF_HALF_LIFE.comment = Altitude above the Mie Falloff Start where the mie fog density is halved

option.AIR_FOG_RAYLEIGH_DENSITY        = Normal Density
option.AIR_FOG_RAYLEIGH_R              = §4Red
option.AIR_FOG_RAYLEIGH_G              = §2Green
option.AIR_FOG_RAYLEIGH_B              = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_RAIN   = Rain Density
option.AIR_FOG_RAYLEIGH_R_RAIN         = §4Red
option.AIR_FOG_RAYLEIGH_G_RAIN         = §2Green
option.AIR_FOG_RAYLEIGH_B_RAIN         = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_ARID   = Arid/Desert Density
option.AIR_FOG_RAYLEIGH_R_ARID         = §4Red
option.AIR_FOG_RAYLEIGH_G_ARID         = §2Green
option.AIR_FOG_RAYLEIGH_B_ARID         = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_SNOWY  = Snowy Density
option.AIR_FOG_RAYLEIGH_R_SNOWY        = §4Red
option.AIR_FOG_RAYLEIGH_G_SNOWY        = §2Green
option.AIR_FOG_RAYLEIGH_B_SNOWY        = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_TAIGA  = Taiga Density
option.AIR_FOG_RAYLEIGH_R_TAIGA        = §4Red
option.AIR_FOG_RAYLEIGH_G_TAIGA        = §2Green
option.AIR_FOG_RAYLEIGH_B_TAIGA        = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_JUNGLE = Jungle Density
option.AIR_FOG_RAYLEIGH_R_JUNGLE       = §4Red
option.AIR_FOG_RAYLEIGH_G_JUNGLE       = §2Green
option.AIR_FOG_RAYLEIGH_B_JUNGLE       = §1Blue

option.AIR_FOG_RAYLEIGH_DENSITY_SWAMP  = Swamp Density
option.AIR_FOG_RAYLEIGH_R_SWAMP        = §4Red
option.AIR_FOG_RAYLEIGH_G_SWAMP        = §2Green
option.AIR_FOG_RAYLEIGH_B_SWAMP        = §1Blue

option.AIR_FOG_MIE_DENSITY_MORNING     = Gęstość Poranna
option.AIR_FOG_MIE_DENSITY_NOON        = Gęstość Południowa
option.AIR_FOG_MIE_DENSITY_EVENING     = Gęstość Wieczorna
option.AIR_FOG_MIE_DENSITY_MIDNIGHT    = Gęstość Północna
option.AIR_FOG_MIE_DENSITY_RAIN        = Gęstość Deszczowa
option.AIR_FOG_MIE_DENSITY_BLUE_HOUR   = Gęstość Świtu/Zmierzchu

# Materials settings

option.NORMAL_MAPPING                  = Mapowanie Normalne
option.NORMAL_MAPPING.comment          = Czy używać map normalnych dostarczonych przez pakiet zasobów. Włącz to, jeśli używasz pakietu zasobów "PBR"
option.SPECULAR_MAPPING                = Mapowanie Specularne
option.SPECULAR_MAPPING.comment        = Czy używać map specularnych dostarczonych przez pakiet zasobów. Włącz to, jeśli używasz pakietu zasobów "PBR"
option.POM                             = Mapowanie Wypukłości
option.TEXTURE_FORMAT                  = Format Tekstury
option.TEXTURE_FORMAT.comment          = Format tekstury używany przez pakiet zasobów. Większość nowoczesnych pakietów zasobów używa lab_p_b_r, podczas gdy pakiety zaprojektowane do pracy z SEUS mogą używać OldPBR.
option.HARDCODED_SPECULAR              = Hardkodowane Specularne
option.HARDCODED_SPECULAR.comment      = Hardkodowane odbicia specularne dla niektórych bloków (np. metale)
option.HARDCODED_EMISSION              = Hardkodowana Emisja
option.HARDCODED_EMISSION.comment      = Hardkodowana emisja dla niektórych bloków (np. pochodnie)
option.HARDCODED_SSS                   = Hardkodowane SSS
option.HARDCODED_SSS.comment           = Hardkodowane rozpraszanie podpowierzchniowe dla niektórych bloków (np. liście)
option.RAIN_PUDDLES                    = Kałuże Deszczowe
option.EMISSION_STRENGTH               = Siła Emisji
option.EMISSION_STRENGTH.comment       = Dostosowuje jasność obiektów emisyjnych, takich jak pochodnie. Nie wpływa to na jasność rzucanego światła, tylko na jasność samego źródła światła. To również wpływa na hardkodowane emisje
option.DIRECTIONAL_LIGHTMAPS           = Kierunkowe Mapy Światła
option.DIRECTIONAL_LIGHTMAPS.comment   = Powoduje, że światło blokowe i światło nieba są wpływane przez mapy normalne. Może powodować pewne problemy wizualne z powodu ograniczeń metody
option.DIRECTIONAL_LIGHTMAPS_INTENSITY = Siła Kierunkowych Map Światła
option.DIRECTIONAL_LIGHTMAPS_INTENSITY.comment = Dostosowuje intensywność Kierunkowych Map Światła
option.POM_DEPTH                       = Głębokość Wypukłości
option.POM_DEPTH.comment               = Jak głęboko POM może się zagłębiać w blok
option.POM_SAMPLES                     = Próbki Wypukłości
option.POM_SAMPLES.comment             = Dostosowuje jakość POM, kosztem wydajności
option.POM_SHADOW                      = Cieniowanie Wypukłości
option.POM_SHADOW.comment              = Cieniowanie dla POM. Wymaga Mapowania Specularnego!
option.POM_SHADOW_SAMPLES              = Próbki Cieniowania Wypukłości
option.POM_SHADOW_SAMPLES.comment      = Dostosowuje jakość Cieni Wypukłości, kosztem wydajności
option.POM_SLOPE_NORMALS               = Normalne Nachylenia Wypukłości
option.POM_DISTANCE                    = Odległość Wypukłości
option.REFRACTION                      = Załamanie
value.REFRACTION.REFRACTION_OFF        = Wyłączone
value.REFRACTION.REFRACTION_ALL        = Wszystko
value.REFRACTION.REFRACTION_WATER_ONLY = Tylko Woda
option.REFRACTION_INTENSITY            = Intensywność Załamania
option.REFRACTION_INTENSITY.comment    = Dostosowuje intensywność załamań na wodzie

suffix.POM_DEPTH                       = m
suffix.POM_DISTANCE                    = m

value.TEXTURE_FORMAT.TEXTURE_FORMAT_LAB = labPBR
value.TEXTURE_FORMAT.TEXTURE_FORMAT_OLD = Old PBR

option.ENVIRONMENT_REFLECTIONS         = Odbicia Środowiska
option.ENVIRONMENT_REFLECTIONS.comment = Odbicia w przestrzeni ekranu. Sprawia, że woda i błyszczące bloki odbijają swoje otoczenie. Duży wpływ na wydajność
option.SKY_REFLECTIONS                 = Odbicia Nieba
option.SKY_REFLECTIONS.comment         = Sprawia, że woda i błyszczące bloki odbijają niebo
option.SSR_ROUGHNESS_SUPPORT           = Wsparcie Szorstkości
option.SSR_ROUGHNESS_SUPPORT.comment   = Sprawia, że odbicia na szorstkich powierzchniach rzeczywiście wyglądają na szorstkie. Duży wpływ na wydajność
option.SSR_RAY_COUNT                   = Liczba Promieni
option.SSR_RAY_COUNT.comment           = Liczba promieni śledzonych dla szorstkich odbić. Więcej promieni oznacza mniej szumu, ale gorszą wydajność
option.SSR_INTERSECTION_STEPS_SMOOTH   = Kroki Przecięcia - Gładkie
option.SSR_INTERSECTION_STEPS_SMOOTH.comment = Dostosowuje dokładność gładkich odbić, kosztem wydajności
option.SSR_INTERSECTION_STEPS_ROUGH    = Kroki Przecięcia - Szorstkie
option.SSR_INTERSECTION_STEPS_ROUGH.comment = Dostosowuje dokładność szorstkich odbić, kosztem wydajności
option.SSR_REFINEMENT_STEPS            = Kroki Udoskonalania
option.SSR_REFINEMENT_STEPS.comment    = Adjusts the accuracy of all reflections, at the expense of performance
option.SSR_ROUGHNESS_THRESHOLD         = Roughness Threshold
option.SSR_ROUGHNESS_THRESHOLD.comment = Adjusts how smooth a surface must be for reflections to appear

# Water settings

option.WATER_CAUSTICS                  = Water Caustics
option.WATER_CAUSTICS.comment          = Dancing light patterns beneath water
option.WATER_CAUSTICS_INTENSITY        = Water Caustics Intensity
option.WATER_CAUSTICS.comment          = Adjust the brightness of water caustics
option.WATER_EDGE_HIGHLIGHT            = Water Edge Highlight
option.WATER_EDGE_HIGHLIGHT.comment    = White highlights where water meets terrain. Helps to make water more easily visible in some cases
option.WATER_EDGE_HIGHLIGHT_INTENSITY  = Water Edge Highlight Intensity
option.SNELLS_WINDOW                   = Snell's Window
option.SNELLS_WINDOW.comment           = Total internal reflection underwater
option.WATER_TEXTURE                   = Water Texture
option.WATER_TEXTURE.comment           = How to use the vanilla water texture.\n\nOff - no water texture.\nHighlights: water texture adds highlights to the water, like how it works in Bedrock RTX.\nVanilla: water texture is used like any other texture
option.BIOME_WATER_COLOR               = Biome-Colored Water
option.BIOME_WATER_COLOR.comment       = Water absorption takes the biome water colour into account

value.WATER_TEXTURE.WATER_TEXTURE_OFF                   = Off
value.WATER_TEXTURE.WATER_TEXTURE_HIGHLIGHT             = Highlights
value.WATER_TEXTURE.WATER_TEXTURE_VANILLA               = Vanilla
value.WATER_TEXTURE.WATER_TEXTURE_HIGHLIGHT_UNDERGROUND = Highlights (Underground only)

option.WATER_WAVES                     = Enabled
option.WATER_WAVE_ITERATIONS           = Iterations
option.WATER_WAVE_STRENGTH             = Intensity
option.WATER_WAVE_FREQUENCY            = Frequency
option.WATER_WAVE_SPEED_STILL          = Speed (Still)
option.WATER_WAVE_SPEED_FLOWING        = Speed (Flowing)
option.WATER_WAVE_PERSISTENCE          = Persistence
option.WATER_WAVE_LACUNARITY           = Lacunarity
option.WATER_PARALLAX                  = Water Parallax
option.WATER_PARALLAX.comment          = Makes water waves appear 3D
option.WATER_DISPLACEMENT              = Water Displacement
option.WATER_DISPLACEMENT.comment      = Similar to how waving leaves work, it makes the water geometry itself wave slightly, so the shore line appears less flat
option.WATER_WAVES_HEIGHT_VARIATION    = Water Waves Height Variation
comment.WATER_WAVES_HEIGHT_VARIATION   = The height of water waves varies in space

option.WATER_ABSORPTION_R              = Red Absorption
option.WATER_ABSORPTION_G              = Green Absorption
option.WATER_ABSORPTION_B              = Blue Absorption
option.WATER_SCATTERING                = Scattering

option.WATER_ABSORPTION_R_UNDERWATER   = Red Absorption - Underwater
option.WATER_ABSORPTION_G_UNDERWATER   = Green Absorption - Underwater
option.WATER_ABSORPTION_B_UNDERWATER   = Blue Absorption - Underwater
option.WATER_SCATTERING_UNDERWATER     = Scattering - Underwater

# Post-processing settings

option.BLOOM                           = Bloom
option.BLOOM.comment                   = Soft "glow" effect around bright areas and light sources
option.BLOOM_INTENSITY                 = Bloom Intensity
option.BLOOM_INTENSITY.comment         = Adjusts how much the bloom affects the final image
option.DOF                             = Depth of Field
option.DOF.comment                     = Camera focus effect - blurs out-of-focus areas
option.DOF_INTENSITY                   = DoF Intensity
option.DOF_INTENSITY.comment           = Adjusts the intensity of Depth of Field
option.DOF_SAMPLES                     = DoF Samples
option.DOF_SAMPLES.comment             = Number of samples taken for Depth of Field. Higher sample counts result in a higher quality blur but take more performance
option.DOF_FOCUS                       = DoF Focus
option.DOF_FOCUS.comment               = Focal distance for Depth of Field
option.MOTION_BLUR                     = Motion Blur
option.MOTION_BLUR.comment             = Cinematic blur in motion, also useful to smoothen low framerates but can cause motion sickness
option.MOTION_BLUR_INTENSITY           = Motion Blur Intensity
option.MOTION_BLUR_INTENSITY.comment   = Adjusts the intensity of Motion Blur
option.TAA                             = TAA
option.TAA.comment                     = Temporal anti-aliasing. Massively improves image quality and noise levels, but can also introduce temporal artifacts like flickering and ghosting. Required by TAA Upscaling!
option.FXAA                            = FXAA
option.FXAA.comment                    = Softens edges. Works in conjunction with TAA, especially helping in motion. Very helpful with TAAU
option.TAAU                            = TAA Upscaling
option.TAAU.comment                    = Renders the scene_color at a reduced resolution and uses TAA to upscale it. Massively improves performance, but can reduce image quality and increase temporal artifacts
option.TAAU_RENDER_SCALE               = TAAU Render Scale
option.TAAU_RENDER_SCALE.comment       = Resolution scale at which the scene_color is rendered if TAA Upscaling is enabled. If the original resolution is 1920x1080 and TAAU Render Scale is 0.75 (the default), then the scene_color would be rendered at 1440x810
option.CAS                             = Image Sharpening
option.CAS.comment                     = Sharpens the final image (contrast-adaptive sharpening)
option.CAS_INTENSITY                   = Image Sharpening Intensity
option.CAS_INTENSITY.comment           = Adjusts the effect of Image Sharpening on the image
option.VIGNETTE                        = Vignette
option.VIGNETTE.comment                = Darkens the edges of the screen
option.VIGNETTE_INTENSITY              = Vignette Intensity
option.VIGNETTE_INTENSITY.comment      = Adjusts the intensity of Vignette

value.DOF_FOCUS.-1.0                   = Automatic

option.tonemap                         = Tonemap Operator

value.tonemap.academy_fit              = Academy Fit
value.tonemap.academy_rrt              = Academy RRT
value.tonemap.tonemap_hejl_2015        = Hejl 2015
value.tonemap.tonemap_hejl_burgess     = Hejl-Burgess
value.tonemap.tonemap_lottes           = Lottes
value.tonemap.tonemap_uncharted_2      = Uncharted 2
value.tonemap.tonemap_tech             = Tech
value.tonemap.tonemap_ozius            = Ozius
value.tonemap.tonemap_reinhard         = Reinhard
value.tonemap.tonemap_reinhard_jodie   = Reinhard-Jodie

# Color Grading

option.GRADE_BRIGHTNESS                = Brightness
option.GRADE_CONTRAST                  = Contrast
option.GRADE_SATURATION                = Saturation
option.GRADE_WHITE_BALANCE             = White Balance
option.GRADE_ORANGE_SAT_BOOST          = Orange Saturation Boost
option.GRADE_TEAL_SAT_BOOST            = Teal Saturation Boost
option.GRADE_GREEN_SAT_BOOST           = Green Saturation Boost
option.GRADE_GREEN_HUE_SHIFT           = Green Hue Shift
suffix.GRADE_WHITE_BALANCE             = K
suffix.GRADE_GREEN_HUE_SHIFT           = °

option.PURKINJE_SHIFT                  = Purkinje Shift
option.PURKINJE_SHIFT.option           = Simulates the effect of low lighting on human vision; desaturating all colors and darkening red hues
option.PURKINJE_SHIFT_INTENSITY        = Purkinje Shift Intensity

# Exposure

option.AUTO_EXPOSURE                         = Auto Exposure
option.AUTO_EXPOSURE_BIAS                    = Exposure Bias
option.AUTO_EXPOSURE_MIN                     = Minimum Exposure
option.AUTO_EXPOSURE_MAX                     = Maximum Exposure
option.AUTO_EXPOSURE_RATE_DIM_TO_BRIGHT      = Exposure Rate - Increasing
option.AUTO_EXPOSURE_RATE_BRIGHT_TO_DIM      = Exposure Rate - Decreasing
option.MANUAL_EXPOSURE_VALUE                 = Manual Exposure Value
option.MANUAL_EXPOSURE_USE_SCREEN_BRIGHTNESS = Use Brightness Slider
option.MANUAL_EXPOSURE_USE_SCREEN_BRIGHTNESS.comment = Exposure value interpolates between Minimum Exposure and Maximum Exposure based on the Brightness slider in the Video Settings menu
option.HISTOGRAM_BINS                        = Histogram Bins
option.HISTOGRAM_TARGET                      = Histogram Target CDF Value

value.AUTO_EXPOSURE.AUTO_EXPOSURE_SIMPLE    = Simple
value.AUTO_EXPOSURE.AUTO_EXPOSURE_HISTOGRAM = Histogram
value.AUTO_EXPOSURE.AUTO_EXPOSURE_OFF       = Off

# Misc settings

option.DEBUG_VIEW                      = Widok Debugowania
option.DEBUG_SAMPLER                   = Próbnik Debugowania
option.WHITE_WORLD                     = Biały Świat
option.WHITE_WORLD.comment             = Set every albedo texture to white
option.TONEMAP_COMPARISON              = Porównanie Tonemappingu
option.TONEMAP_COMPARISON.comment      = Porównaj dwie funkcje tonemappingu na lewych i prawych połowach ekranu
option.tonemap_left                    = Lewy Tonemap
option.tonemap_right                   = Prawy Tonemap
option.FANCY_NETHER_PORTAL             = Fantazyjny Portal Netheru
option.FANCY_NETHER_PORTAL.comment     = Fantazyjny efekt portalu Nether inspirowany przez Complementary Reimagined Shaders autorstwa EminGT, dzięki Emin za pozwolenie na użycie jego pomysłu! Może nie działać tak dobrze z niektórymi pakietami zasobów
option.CUSTOM_SKY                      = Niestandardowe Niebo
option.CUSTOM_SKY.comment              = Włącz niestandardowe nieba z pakietów zasobów
option.CUSTOM_SKY_BRIGHTNESS           = Jasność Niestandardowego Nieba
option.CUSTOM_SKY_BRIGHTNESS.comment   = Dostosuj jasność niestandardowego nieba
option.NOISE_ON_DH_TERRAIN             = Szum na terenie DH

value.DEBUG_VIEW.DEBUG_VIEW_NONE       = WYŁĄCZONE
value.DEBUG_VIEW.DEBUG_VIEW_SAMPLER    = Próbnik
value.DEBUG_VIEW.DEBUG_VIEW_WEATHER    = Pogoda
value.DEBUG_VIEW.DEBUG_VIEW_HISTOGRAM  = Histogram

value.tonemap_left.academy_fit            = Academy Fit
value.tonemap_left.academy_rrt            = Academy RRT
value.tonemap_left.tonemap_lottes         = Lottes
value.tonemap_left.tonemap_hejl_2015      = Hejl 2015
value.tonemap_left.tonemap_hejl_burgess   = Hejl-Burgess
value.tonemap_left.tonemap_uncharted_2    = Uncharted 2
value.tonemap_left.tonemap_tech           = Tech
value.tonemap_left.tonemap_ozius          = Ozius
value.tonemap_left.tonemap_reinhard       = Reinhard
value.tonemap_left.tonemap_reinhard_jodie = Reinhard-Jodie

value.tonemap_right.academy_fit            = Academy Fit
value.tonemap_right.academy_rrt            = Academy RRT
value.tonemap_right.tonemap_lottes         = Lottes
value.tonemap_right.tonemap_hejl_burgess   = Hejl-Burgess
value.tonemap_right.tonemap_hejl_2015      = Hejl 2015
value.tonemap_right.tonemap_uncharted_2    = Uncharted 2
value.tonemap_right.tonemap_tech           = Tech
value.tonemap_right.tonemap_ozius          = Ozius
value.tonemap_right.tonemap_reinhard       = Reinhard
value.tonemap_right.tonemap_reinhard_jodie = Reinhard-Jodie

# Box

option.BOX_MODE                 = Tryb Pudełka
option.BOX_MODE.comment         = Tryb Konturu Pudełka Wyboru\n\nBrak: Domyślny\nKolor: Kolor Użytkownika\nTęcza: Efekt RGB
value.BOX_MODE.BOX_MODE_NONE    = Brak
value.BOX_MODE.BOX_MODE_COLOR   = Kolor
value.BOX_MODE.BOX_MODE_RAINBOW = Tęcza
option.BOX_COLOR_R              = Czerwony
option.BOX_COLOR_G              = Zielony
option.BOX_COLOR_B              = Niebieski
option.BOX_EMISSION             = Emisja
option.BOX_EMISSION.comment     = Skaluje kolor powyżej 1. Wymaga bloom.
option.BOX_LINE_WIDTH           = Szerokość Linii

# Daily Weather System

option.WEATHER_DAY                         = Dzień
value.WEATHER_DAY.-1                       = Losowy

option.WEATHER_D0_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D0_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D0_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D0_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D0_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D0_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D0_FOGGINESS                = Mglistość
option.WEATHER_D0_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D0_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D1_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D1_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D1_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D1_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D1_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D1_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D1_FOGGINESS                = Mglistość
option.WEATHER_D1_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D1_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D2_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D2_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D2_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D2_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D2_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D2_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D2_FOGGINESS                = Mglistość
option.WEATHER_D2_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D2_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D3_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D3_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D3_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D3_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D3_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D3_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D3_FOGGINESS                = Mglistość
option.WEATHER_D3_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D3_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D4_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D4_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D4_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D4_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D4_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D4_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D4_FOGGINESS                = Mglistość
option.WEATHER_D4_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D4_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D5_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D5_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D5_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D5_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D5_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D5_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D5_FOGGINESS                = Mglistość
option.WEATHER_D5_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D5_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D6_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D6_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D6_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D6_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D6_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D6_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D6_FOGGINESS                = Mglistość
option.WEATHER_D6_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D6_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D7_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D7_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D7_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D7_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D7_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D7_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D7_FOGGINESS                = Mglistość
option.WEATHER_D7_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D7_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D8_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D8_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D8_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D8_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D8_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D8_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D8_FOGGINESS                = Mglistość
option.WEATHER_D8_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D8_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D9_CLOUDS_CUMULUS_MIN       = Min. Pokrycie Kłębiastych
option.WEATHER_D9_CLOUDS_CUMULUS_MAX       = Max. Pokrycie Kłębiastych
option.WEATHER_D9_CLOUDS_ALTOCUMULUS_MIN   = Min. Pokrycie Altocumulus
option.WEATHER_D9_CLOUDS_ALTOCUMULUS_MAX   = Max. Pokrycie Altocumulus
option.WEATHER_D9_CLOUDS_CIRRUS            = Pokrycie Cirrus
option.WEATHER_D9_CLOUDS_CIRROCUMULUS      = Pokrycie Cirrocumulus
option.WEATHER_D9_FOGGINESS                = Mglistość
option.WEATHER_D9_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D9_CLOUDS_STRATUS_AMOUNT    = Chmury Stratus
option.WEATHER_D10_CLOUDS_CUMULUS_MIN      = Min. Pokrycie Kłębiastych
option.WEATHER_D10_CLOUDS_CUMULUS_MAX      = Max. Pokrycie Kłębiastych
option.WEATHER_D10_CLOUDS_ALTOCUMULUS_MIN  = Min. Pokrycie Altocumulus
option.WEATHER_D10_CLOUDS_ALTOCUMULUS_MAX  = Max. Pokrycie Altocumulus
option.WEATHER_D10_CLOUDS_CIRRUS           = Pokrycie Cirrus
option.WEATHER_D10_CLOUDS_CIRROCUMULUS     = Pokrycie Cirrocumulus
option.WEATHER_D10_FOGGINESS               = Mglistość
option.WEATHER_D10_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D10_CLOUDS_STRATUS_AMOUNT   = Chmury Stratus
option.WEATHER_D11_CLOUDS_CUMULUS_MIN      = Min. Pokrycie Kłębiastych
option.WEATHER_D11_CLOUDS_CUMULUS_MAX      = Max. Pokrycie Kłębiastych
option.WEATHER_D11_CLOUDS_ALTOCUMULUS_MIN  = Min. Pokrycie Altocumulus
option.WEATHER_D11_CLOUDS_ALTOCUMULUS_MAX  = Max. Pokrycie Altocumulus
option.WEATHER_D11_CLOUDS_CIRRUS           = Pokrycie Cirrus
option.WEATHER_D11_CLOUDS_CIRROCUMULUS     = Pokrycie Cirrocumulus
option.WEATHER_D11_FOGGINESS               = Mglistość
option.WEATHER_D11_CLOUDS_CUMULUS_CONGESTUS_AMOUNT = Chmury Cumulus Congestus
option.WEATHER_D11_CLOUDS_STRATUS_AMOUNT   = Chmury Stratus
