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#           Copyright (c) 2025 Belmu          #
#             All Rights Reserved             #
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#shaders/lang/en_US.lang

##################### MISC #####################

option.ABOUT = §b§lNoble Render
option.ABOUT.comment = §r§lTwitter: §r§7@belmu_. §r§lDiscord: §r§7belmu. §r§lPatreon: §r§bhttps://www.patreon.com/Belmu. §r§lGithub: §r§bhttps://www.github.com/BelmuTM.
value.ABOUT.0 = §f§lby §b§lBelmu
value.ABOUT.1 = §b§lBoop!

##################### SCREENS #####################

screen.LIGHTING         = Lighting
screen.PATHTRACING      = Path Tracing
screen.SHADOWMAPPING    = Shadows
screen.VOXELIZATION     = Voxelization
screen.ATMOSPHERICS     = Atmospherics
screen.TERRAIN          = Terrain
screen.MATERIAL         = Material
screen.WATER            = Water
screen.WATER_ABSORPTION = Absorption
screen.WATER_SCATTERING = Scattering
screen.CAMERA           = Camera
screen.CAMERA_SETTINGS  = Camera Settings
screen.ANTI_ALIASING    = Anti-Aliasing
screen.COLOR_GRADING    = Color Grading
screen.POST_PROCESSING  = Post-Processing
screen.SHARPEN          = Sharpen
screen.VIGNETTE         = Vignette
screen.FILM_GRAIN       = Film Grain
screen.CEL_SHADING      = Cel Shading
screen.DEBUG            = Debug

##################### PATH TRACING #####################

option.CHECKERBOARD_RENDERING = Checkerboard Rendering
option.CHECKERBOARD_RENDERING.comment = Renders only one half of the screen for each frame while producing the same result. §cFor render mode only!
value.CHECKERBOARD_RENDERING.0 = §cOFF
value.CHECKERBOARD_RENDERING.1 = §aON

option.MAX_PT_SAMPLES = Light Samples
option.MAX_PT_SAMPLES.comment = Adjusts how much light rays are calculated per pixel. §cHigher value gives better results, but reduces §cperformance.
value.MAX_PT_SAMPLES.1 = §a1
value.MAX_PT_SAMPLES.2 = §e2
value.MAX_PT_SAMPLES.3 = §63
value.MAX_PT_SAMPLES.4 = §c4

option.MAX_PT_BOUNCES = Max Bounces
option.MAX_PT_BOUNCES.comment = Adjusts how much times light rays can bounce in the scene. §cHigher value gives better results, but reduces §cperformance.
value.MAX_PT_BOUNCES.9999 = §cInfinite

option.MAX_PT_BOUNCE_STEPS = Max Ray Bounce Distance
option.MAX_PT_BOUNCE_STEPS.comment = Adjusts the distance at which light bounces can be calculated (in blocks). §cHigher value gives better results, but reduces §cperformance.

option.MAX_BSDF_SCATTERING_ORDERS = Max Scattering Orders
option.MAX_BSDF_SCATTERING_ORDERS.comment = Adjusts how much times the light interacts inside materials. §cHigher value gives better results, but reduces §cperformance. §cFor render mode only!

option.MAX_PT_SHADOW_STEPS = Max Shadow Ray Distance
option.MAX_PT_SHADOW_STEPS.comment = Adjusts the distance at which shadow rays can be calculated (in blocks). §cHigher value gives better results, but reduces §cperformance.

##################### VOXELIZATION #####################

option.MAX_RAYTRACE_STEPS = Max Raytracing Steps
option.MAX_RAYTRACE_STEPS.comment = Adjusts the maximum distance at which blocks will be raytraced. §cHigher value gives better results, but reduces §cperformance.

##################### LIGHTING #####################

option.RENDER_SCALE = Render Scale
option.RENDER_SCALE.comment = Adjusts rendering scale. §cHigher value gives better results, but reduces §cperformance.
value.RENDER_SCALE.10 = 0.10x
value.RENDER_SCALE.15 = 0.15x
value.RENDER_SCALE.20 = 0.20x
value.RENDER_SCALE.25 = 0.25x
value.RENDER_SCALE.30 = 0.30x
value.RENDER_SCALE.35 = 0.35x
value.RENDER_SCALE.40 = 0.40x
value.RENDER_SCALE.45 = 0.45x
value.RENDER_SCALE.50 = 0.50x
value.RENDER_SCALE.55 = 0.55x
value.RENDER_SCALE.60 = 0.60x
value.RENDER_SCALE.65 = 0.65x
value.RENDER_SCALE.70 = 0.70x
value.RENDER_SCALE.75 = 0.75x
value.RENDER_SCALE.80 = 0.80x
value.RENDER_SCALE.85 = 0.85x
value.RENDER_SCALE.90 = 0.90x
value.RENDER_SCALE.95 = 0.95x
value.RENDER_SCALE.100 = 1.00x

option.RENDER_ENTITIES = Render Entities
option.RENDER_ENTITIES.comment = Lets you choose wether or not you want to display entities to the screen.
value.RENDER_ENTITIES.0 = §cOFF
value.RENDER_ENTITIES.1 = §aON

##################### ATMOSPHERICS #####################

option.sunPathRotation = Celestial Path Rotation
option.sunPathRotation.comment = Adjusts the sun's / the moon's path rotation.
suffix.sunPathRotation = °

option.CELESTIAL_SIZE_MULTIPLIER = Celestial Size Multiplier
option.CELESTIAL_SIZE_MULTIPLIER.comment = Adjusts the size of the sun / the moon.
suffix.CELESTIAL_SIZE_MULTIPLIER = x

##################### TERRAIN #####################

option.WHITE_WORLD = White World
option.WHITE_WORLD.comment = Makes the environment entirely white.
value.WHITE_WORLD.0 = §cOFF
value.WHITE_WORLD.1 = §aON

option.RAIN_PUDDLES = Rain Puddles
option.RAIN_PUDDLES.comment = Simulates the apparition of puddles on the ground during the rain.
value.RAIN_PUDDLES.0 = §cOFF
value.RAIN_PUDDLES.1 = §aON

option.RAIN_PUDDLES_SIZE = Rain Puddles Size
option.RAIN_PUDDLES_SIZE.comment = Adjusts §bRain Puddles§r' size.

option.MATERIAL_AO = Material AO
option.MATERIAL_AO.comment = §bMaterial Ambient Occlusion§r. Adds pseudo-shadows from the textures themselves. §cRequires a LabPBR resource pack!
value.MATERIAL_AO.0 = §cOFF
value.MATERIAL_AO.1 = §aON

option.SPHERES_MODE = Spheres
option.SPHERES_MODE.comment = Replaces slime blocks with glass spheres and honey blocks with metallic spheres. §cOnly works in render mode.
value.SPHERES_MODE.0 = §cOFF
value.SPHERES_MODE.1 = §aON

option.HARDCODED_EMISSIVES = Hardcoded Emissives
option.HARDCODED_EMISSIVES.comment = Makes light blocks emit light in case your resource pack doesn't make them emissive.
value.HARDCODED_EMISSIVES.0 = §cOFF
value.HARDCODED_EMISSIVES.1 = §aON

option.EMISSIVE_INTENSITY_MULTIPLIER = Blocklight Multiplier
option.EMISSIVE_INTENSITY_MULTIPLIER.comment = Adjusts the intensity of blocklight.
suffix.EMISSIVE_INTENSITY_MULTIPLIER = x

### WATER

option.WATER_OCTAVES = Wave Octaves
option.WATER_OCTAVES.comment = Influences §bWater Waves§r' details. §cHigher value gives better results, but reduces §cperformance.
value.WATER_OCTAVES.2 = §32
value.WATER_OCTAVES.4 = §24
value.WATER_OCTAVES.6 = §a6
value.WATER_OCTAVES.8 = §e8
value.WATER_OCTAVES.16 = §616
value.WATER_OCTAVES.32 = §c32
value.WATER_OCTAVES.48 = §448

option.WAVE_STEEPNESS = Wave Steepness
option.WAVE_STEEPNESS.comment = Adjusts the steepness of water waves. Ratio of height to width.

option.WAVE_AMPLITUDE = Wave Amplitude
option.WAVE_AMPLITUDE.comment = Adjusts the amplitude of water waves.

option.WAVE_LENGTH = Wave Length
option.WAVE_LENGTH.comment = Adjusts the length of water waves (in meters).
suffix.WAVE_LENGTH = m

option.WATER_ABSORPTION_R = Water Absorption §cRed
option.WATER_ABSORPTION_R.comment = Adjusts how water absorbs light. Higher value means that §cred§r will be absorbed more.

option.WATER_ABSORPTION_G = Water Absorption §aGreen
option.WATER_ABSORPTION_G.comment = Adjusts how water absorbs light. Higher value means that §agreen§r will be absorbed more.

option.WATER_ABSORPTION_B = Water Absorption §9Blue
option.WATER_ABSORPTION_B.comment = Adjusts how water absorbs light. Higher value means that §9blue§r will be absorbed more.

option.WATER_SCATTERING_R = Water Scattering §cRed
option.WATER_SCATTERING_R.comment = Adjusts how water scatters light. Higher value means that §cred§r will be scattered more.

option.WATER_SCATTERING_G = Water Scattering §aGreen
option.WATER_SCATTERING_G.comment = Adjusts how water scatters light. Higher value means that §agreen§r will be scattered more.

option.WATER_SCATTERING_B = Water Scattering §9Blue
option.WATER_SCATTERING_B.comment = Adjusts how water scatters light. Higher value means that §9blue§r will be scattered more.

##################### CAMERA SETTINGS #####################

option.MANUAL_CAMERA = Camera
option.MANUAL_CAMERA.comment = §aAutomatic§r camera makes both the exposure and the camera focus automatic, without any need of manual adjustment. §aManual§r camera lets you tweak the camera settings manually.
value.MANUAL_CAMERA.0 = §e§lAutomatic
value.MANUAL_CAMERA.1 = §e§lManual

option.EXPOSURE = Exposure
option.EXPOSURE.comment = §aManual§r exposure lets you tweak the camera settings manually to adjust the exposure. §aAverage§r exposure tweaks the camera exposure automatically depending on the average screen brightness. §aHistogram§r exposure tweaks the camera exposure automatically depending on the median of an average screen brightness histogram.
value.EXPOSURE.0 = §e§lManual
value.EXPOSURE.1 = §e§lAverage (Auto.)
value.EXPOSURE.2 = §e§lHistogram (Auto.)

# https://www.nikonusa.com/en/learn-and-explore/a/tips-and-techniques/understanding-focal-length.html#:~:text=Focal%20length%2C%20usually%20represented%20in,description%20of%20a%20photographic%20lens.&text=The%20longer%20the%20focal%20length,and%20the%20lower%20the%20magnification.
option.FOCAL = Focal Length
option.FOCAL.comment = Usually represented in millimeters, the focal length is the basic description of a photographic lens. The longer the focal length, the narrower the angle of view. It influences §bDepth of Field.
suffix.FOCAL = mm

# https://www.nikonusa.com/en/learn-and-explore/a/tips-and-techniques/understanding-maximum-aperture.html#:~:text=What%20is%20aperture%20in%20photography,diaphragm%20through%20which%20light%20passes.&text=Lower%20f%2Fstops%20give%20more,because%20they%20represent%20smaller%20apertures.
option.F_STOPS = Aperture
option.F_STOPS.comment = Opening of a lens's diaphragm through which light passes, lower values capture more light.
prefix.F_STOPS = ƒ/

# https://wp-modula.com/what-is-iso-in-photography/
option.ISO = ISO
option.ISO.comment = ISO is an option that will either brighten or darken your photograph, increasing it will make your pictures brighter and help you capture good shots in darker environments.

# https://imaging.nikon.com/lineup/dslr/basics/04/03.htm#:~:text=Shutter%20speed%20is%20a%20measurement,1%2F%20500%20s%2C%20etc.&text=In%20other%20words%2C%20the%20faster,the%20effects%20of%20camera%20shake.
option.SHUTTER_SPEED = Shutter Speed
option.SHUTTER_SPEED.comment = A measurement of the time the camera's shutter is open, shown in fractions of a second.
prefix.SHUTTER_SPEED = 1/
suffix.SHUTTER_SPEED = s

option.LENS_TYPE = Lens Type
option.LENS_TYPE.comment = §aThick Lens§r simulates the lens system as a composition of multiple glass elements reflecting and refracting the light, it is accurate. §aThin Lens§r simulates a camera lens with negligible thickness, it is simple but inaccurate.
value.LENS_TYPE.0 = §e§lThick Lens
value.LENS_TYPE.1 = §e§lThin Lens

option.LENS_MODEL = Lens Model
option.LENS_MODEL.comment = The lens model used for §bThick Lens§r. Different models have different configurations of elements with different glass materials.
value.LENS_MODEL.0 = §eDouble Gauss 1
value.LENS_MODEL.1 = §eDouble Gauss 2
value.LENS_MODEL.2 = §eCooke-Triplet
value.LENS_MODEL.3 = §eTessar
value.LENS_MODEL.4 = §ePetzval
value.LENS_MODEL.5 = §eFisheye

option.LENS_ZOOM = Lens Zoom
option.LENS_ZOOM.comment = Adjusts the zoom of the camera's lens.
suffix.LENS_ZOOM = x

option.APERTURE_BLADES = Aperture Blades
option.APERTURE_BLADES.comment = Adjusts the amount of blades that compose the camera's aperture.

##################### COLOR GRADING #####################

option.TONEMAP = Tone Mapping
option.TONEMAP.comment = Applies a color correction filter.
value.TONEMAP.-1 = §cOFF
value.TONEMAP.0 = Camera Response
value.TONEMAP.1 = AgX
value.TONEMAP.2 = ACES
value.TONEMAP.3 = Uchimura
value.TONEMAP.4 = Lottes
value.TONEMAP.5 = Burgess
value.TONEMAP.6 = Reinhard
value.TONEMAP.7 = Uncharted 2

option.RESPONSE_CURVE = Response Curve
option.RESPONSE_CURVE.comment = Lets you experiment with response curves of various real-life film cameras.
value.RESPONSE_CURVE.0 = Kodachrome 64
value.RESPONSE_CURVE.1 = FP2900Z
value.RESPONSE_CURVE.2 = Ektachrome E100S
value.RESPONSE_CURVE.3 = DSC S315 n1
value.RESPONSE_CURVE.4 = Agfachrome Ct Precisa 100
value.RESPONSE_CURVE.5 = Advantix 400

option.LUT = LUT
option.LUT.comment = Applies a color filter using a lookup table (LUT). It is part of color grading.
value.LUT.0  = §cOFF
value.LUT.1  = §eFuji 250D Fuji 3510
value.LUT.2  = §eFuji 250D Kodak 2395
value.LUT.3  = §eKodak 5218 Kodak 2383
value.LUT.4  = §eFuji f125 Kodak 2393
value.LUT.5  = §eCandle Light
value.LUT.6  = §eArabica
value.LUT.7  = §eLate Sunset
value.LUT.8  = §eEdgy Amber
value.LUT.9  = §eCrisp Warm
value.LUT.10 = §eCrisp Winter
value.LUT.11 = §eMcKinnon 75
value.LUT.12 = §eMilo 5
value.LUT.13 = §eZed 32
value.LUT.14 = §eFilmstock
value.LUT.15 = §eValley Mist
value.LUT.16 = §eNight Colors
value.LUT.17 = §eBinary Code
value.LUT.18 = §eBlack and Red
value.LUT.19 = §e2Strip
value.LUT.20 = §eFuturistic Bleak

option.PURKINJE = Lowlight Desaturation
option.PURKINJE.comment = Adjusts the color intensity depending on the amount of light. It is usually called the Purkinje Effect.
value.PURKINJE.0 = §cOFF
value.PURKINJE.1 = §aON

option.WHITE_BALANCE = White Balance
option.WHITE_BALANCE.comment = Balances the color temperature to keep the image neutral.
suffix.WHITE_BALANCE = K

# http://www.digital-intermediate.co.uk/colour/colourterminology.htm
option.VIBRANCE = Vibrance
option.VIBRANCE.comment = Refers to bright and strong colors, adds saturation to bland colors.

option.SATURATION = Saturation
option.SATURATION.comment = Saturation refers to the level of colour saturation within the image or the amount of chrominance information.

option.CONTRAST = Contrast
option.CONTRAST.comment = Difference in luminance or color that makes an object.

option.GAMMA = Gamma
option.GAMMA.comment = Works the image levels between the shadows and the highlights, commonly known as the mid tones.

option.GAIN = Gain
option.GAIN.comment = Adjusts the white level (highlights), brighter colors become darker or brighter - the brighter the color the stronger the difference.

option.LIFT = Lift
option.LIFT.comment = Adjusts the image's black level (dark tones or shadows).

##################### POST-PROCESSING #####################

### SHARPEN

option.SHARPEN = Sharpen Filter
option.SHARPEN.comment = Accentuates colors to make them look sharper.
value.SHARPEN.0 = §cOFF
value.SHARPEN.1 = §aON

option.SHARPEN_STRENGTH = Sharpen Strength
option.SHARPEN_STRENGTH.comment = Adjusts §bSharpening Filter§r's intensity.

### VIGNETTE

option.VIGNETTE = Vignette
option.VIGNETTE.comment = Makes screen edges darker.
value.VIGNETTE.0 = §cOFF
value.VIGNETTE.1 = §aON

option.VIGNETTE_STRENGTH = Vignette Strength
option.VIGNETTE_STRENGTH.comment = Adjusts §bVignette§r's intensity.

### FILM GRAIN

option.FILM_GRAIN = Film Grain
option.FILM_GRAIN.comment = Moving granularity (noise) displayed on top of the screen to mimick old movies look.
value.FILM_GRAIN.0 = §cOFF
value.FILM_GRAIN.1 = §aON

option.FILM_GRAIN_STRENGTH = Film Grain Strength
option.FILM_GRAIN_STRENGTH.comment = Adjusts §bFilm Grain§r's intensity.
suffix.FILM_GRAIN_STRENGTH = x

### CEL SHADING

option.CEL_SHADING = Cel Shading
option.CEL_SHADING.comment = Flattens the shading and colors to make the display look like a cartoon.
value.CEL_SHADING.0 = §cOFF
value.CEL_SHADING.1 = §aON

option.CEL_SHADES = Cel Shades
option.CEL_SHADES.comment = Adjusts the amount of shades possible for §bCel Shading§r.

### 8-BITS FILTER

option.EIGHT_BITS_FILTER = 8-Bits Filter
option.EIGHT_BITS_FILTER.comment = Makes the game look like a vintage 8-bits game.
value.EIGHT_BITS_FILTER.0 = §cOFF
value.EIGHT_BITS_FILTER.1 = §aON

### PALETTE

option.PALETTE = Color Palette
option.PALETTE.comment = Applies a color palette in post-processing.
value.PALETTE.0 = §cOFF
value.PALETTE.1 = §7Smooth Polished Silver
value.PALETTE.2 = §dHortensia §bDiamond
value.PALETTE.3 = §2St 8 Greenery
value.PALETTE.4 = §6Golden Flame
value.PALETTE.5 = §5Midnight Ablaze
value.PALETTE.6 = §fCustodian
value.PALETTE.7 = §eTil§6a-A§clit
value.PALETTE.8 = §8Gothic Bit
value.PALETTE.9 = §6Halloween §5Candy
value.PALETTE.10 = §bBerry §dNebula

##################### DEBUG #####################

option.DEBUG_ALBEDO = Display Albedo
value.DEBUG_ALBEDO.0 = §cOFF
value.DEBUG_ALBEDO.1 = §aON

option.DEBUG_NORMALS = Display Normals
value.DEBUG_NORMALS.0 = §cOFF
value.DEBUG_NORMALS.1 = §aON

option.DEBUG_HIT_POSITION = Display Hit Position
value.DEBUG_HIT_POSITION.0 = §cOFF
value.DEBUG_HIT_POSITION.1 = §aON

option.DEBUG_LUT = Display LUT
value.DEBUG_LUT.0 = §cOFF
value.DEBUG_LUT.1 = §aON
