option.MELONINFO=§a§l§oMelon Shaders
value.MELONINFO.0=§6by Ashie404!
value.MELONINFO.1=§l§4V2.6
option.MELONINFO.comment=§aMelon Shaders §4V2.6, §6by Ashie404. §fUses code snippets from BSL, Raspberry, and robobo1221 shaders.

screen.POST=§6§lPost Processing
screen.SKY=§b§lSky
screen.LIGHTING=§e§lLight & Shadow
screen.TWEAKS=§a§lTweaks

option.BLOOM=Bloom
option.BLOOM_STRENGTH=Bloom Strength
option.BLOOM_STRENGTH.comment=Strength of bloom filter.

option.TAA=Temporal Anti-Aliasing
option.TAA.comment=Temporal anti-aliasing. Helps smooth out jagged edges and reduce noise in noisy effects. Not recommended to turn off.

option.TAA_NCLAMP=Neighborhood Clamping
option.TAA_NCLAMP.comment=TAA neighborhood clamping. Prevents ghosting. Not recommended to turn off.

option.TAA_BLEND=TAA Blending
option.TAA_BLEND.comment=How much to blend between current frame info and TAA history. Higher numbers will make the image smoother, but blurrier in motion.

option.LUT=Color LUT
option.LUT.comment=Color lookup table. Adjusts the overall look of colors.

option.LUTV=LUT
value.LUTV.0=Kingdom Come
value.LUTV.1=Fuji Provia 400X
value.LUTV.2=Kodak Ektachrome 100 VS
value.LUTV.3=Fuji F400
value.LUTV.4=Polaroid 669
value.LUTV.5=Velvia

screen.CAMERA=§6§lCamera Settings
option.APERTURE=Aperture
option.APERTURE.comment=How blurry the DOF is.

option.DOF=Depth of Field

option.DOF_QUALITY=DOF Quality
option.DOF_QUALITY.comment=Quality of depth of field. Higher quality is laggier but will produce a cleaner blur. Low quality not recommended for high aperture settings.
value.DOF_QUALITY.1=§bLow
value.DOF_QUALITY.2=§aMedium
value.DOF_QUALITY.4=§eHigh
value.DOF_QUALITY.8=§cUltra
option.CHROM_ABB=Chromatic Aberration

screen.ACES_SETTINGS=§6§lACES Settings
screen.ACES_SETTINGS.comment=Color grading settings.

option.sunPathRotation=Sun Path Rotation
option.STARS=Stars

option.FOG=Fog
option.FOG_DENSITY=Fog Density
option.FOG_DENSITY.comment=Density of fog.

option.SKYTEX=Textured Skybox
option.SKYTEX.comment=Whether to use the sky texture or atmosphere rendering.
option.SKYBOX_BRIGHT=Skybox Brightness
option.SKYBOX_BRIGHT.comment=Brightness of skybox texture. Only works if sky texture rendering is enabled.
option.SKYCLR_BRIGHT=Sky Color Brightness
option.SKYCLR_BRIGHT.comment=Brightness of minecraft sky color. Only works if sky texture rendering is enabled.

screen.CLOUDS=§f§lClouds
option.CUMULUS=Cumulus Clouds
option.CUMULUS.comment=2D cumulus clouds.
option.CLOUD_SPEED=Cloud Speed
option.CLOUD_DENSITY=Cloud Density
option.CLOUD_LIGHTING=Cloud Lighting
option.CLOUD_LIGHTING.comment=Turns on cloud lighting. Will look much prettier, at the cost of some performance.

screen.VOLUMETRICS=§e§lVolumetrics & Fog
option.VL=Volumetric Lighting
option.VL_DENSITY=VL Density
option.VL_DENSITY.comment=Density of volumetric fog.
option.VL_STEPS=VL Steps
option.VL_STEPS.comment=How many raymarching steps the volumetric lighting loop takes. Higher is laggier, but also more precise.

screen.REFLECTIONS=§6§lSpecular Settings
screen.REFLECTIONS.comment=Specular highlight and reflection settings.

option.REFLECTIONS=Reflections
option.REFLECTIONS.comment=Enables skybox/atmosphere reflections.

option.CLOUD_REFLECTIONS=Cloud Reflections
option.CLOUD_REFLECTIONS.comment=Includes cloud reflections in the atmosphere reflections. Can take a decent hit to performance.

option.SSR=Screen Space Reflections
option.SSR.comment=Screenspace reflections. Has no effect if reflections are disabled.

option.MICROFACET_REFL=Microfacet Reflections
option.MICROFACET_REFL.comment=Uses microfacet distribution on rough reflections or not. When off, uses LODs for rough reflections. LOD rough reflections will look less noisy, and perform better, but may have more artifacts.

option.SPEC_REFLECTIONS=Specular Reflections
option.SPEC_REFLECTIONS.comment=Enables reflections on blocks with specular maps. Has no effect if reflections are disabled.

option.ROUGH_REFL_SAMPLES=Rough Reflection Rays
option.ROUGH_REFL_SAMPLES.comment=When microfacet rough reflections are enabled, this controls how many rays to shoot out per frame. Higher is laggier, but will be less noisy. Values above 4 are not recommended.

option.REFL_FILTER=Reflection Filtering
option.REFL_FILTER.comment=Filters rough reflections. Helps microfacet reflections appear less noisy, at the cost of some ghosting.

option.REFL_DEBUG=Filter Debug
option.REFL_DEBUG.comment=Debug view for reflection filtering. Outputs the raw filter buffer to the screen.

option.DIRECTIONAL_LIGHTMAP=Directional Lightmaps
option.DIRECTIONAL_LIGHTMAP_STRENGTH=Dir. Lightmap Strength

option.LIGHTMAP_STRENGTH=Lightmap Falloff Strength
option.LIGHTMAP_STRENGTH.comment=Strength of lightmap falloff curve. Fixes rooms that appear too dark/moody.
value.LIGHTMAP_STRENGTH.0.5=Vanilla

screen.AO=§6§lAmbient Occlusion
screen.AO.comment=Ambient lighting settings.

option.RTAO.comment=Ray-traced ambient occlusion.

option.RTAO_DEBUG=RTAO Debug
option.RTAO_DEBUG.comment=Outputs the AO buffer directly to the screen.

option.RTAO_RAYS=RTAO Rays
option.RTAO_RAYS.comment=How many rays to shoot out per frame for RTAO. Higher will be less noisy, but laggier.

option.RTAO_STEPS=RTAO Steps
option.RTAO_STEPS.comment=How many steps per RTAO ray. 

option.RTAO_FILTER=RTAO Filtering
option.RTAO_FILTER.comment=Whether to filter the RTAO or not. Helps RTAO be less noisy.

option.HEAT_DISTORT=Heat Distortion
option.HEAT_DISTORT.comment=Whether to have a heat distortion effect in nether or not. Does not work if DOF is enabled.

screen.RAIN=§9§lRain Effects
option.RAIN_PUDDLES=Rain Puddles
option.RAIN_PUDDLES.comment=When rainy, objects will appear more wet. Requires specular and reflections to be enabled to work. Can cause storms to be much laggier.

option.PUDDLE_MULT=Puddles Multiplier
option.PUDDLE_MULT.comment=How much the puddles should cover terrain.

option.STRETCH_PUDDLES_Y=Stretch Y Puddles
option.STRETCH_PUDDLES_Y.comment=Whether to stretch puddles on the Y axis or not. Prevents circular puddle patterns from appearing on sides of blocks.

option.POROSITY=LabPBR Porosity
option.POROSITY.comment=Enables LabPBR porosity for resource packs that support it. Blue channel emissives have to be disabled for this to work. Rain puddles have to be enabled for this to work.

option.NIGHT_DESAT=Night Desaturation
option.NIGHT_DESAT.comment=Whether to desaturate colors at night or not.

option.SSS=Subsurface Scattering
option.SSS_SCATTER=SSS Scatter Size
option.SSS_SCATTER.comment=Light scattering radius on subsurface scattering.
option.SPECULAR=Specular
option.SPECULAR.comment=GGX Specular Highlights.

screen.SHADOWS=§6§lShadows
option.shadowMapResolution=Shadow Resolution
option.shadowMapResolution.comment=Resolution of shadow map. Values above 4096 not recommended and can potentially crash your game!

option.shadowDistance=Shadow Distance
option.shadowDistance.comment=The distance at which shadow rendering will stop.

option.SHADOW_SOFTNESS=Shadow Softness
option.SHADOW_SOFTNESS.comment=Shadow softness. If PCSS is on, it determines how quickly the shadows will soften.

option.PXL_SHADOWS=Pixelated Shadows
option.PXL_SHADOWS.comment=Pixelate shadows to the world grid. Looks cool, but can cause minor flickering issues.

option.PXL_SHADOW_RES=Pixelated Shadow Res
option.PXL_SHADOW_RES.comment=Resolution of pixelated shadows.

screen.BLOCKLIGHT=§6§lBlocklight
option.BLOCKLIGHT_R=§4Red
option.BLOCKLIGHT_G=§2Green
option.BLOCKLIGHT_B=§1Blue
option.BLOCKLIGHT_I=Intensity

screen.ENCHANT=§6§lEnchantment Glint
option.ENCHANT_R=§4Red
option.ENCHANT_G=§2Green
option.ENCHANT_B=§1Blue
option.ENCHANT_I=Intensity

screen.EMISSIVES=§6§lEmissives

option.EMISSIVE_MAP=Emissive Maps
option.EMISSIVE_MAP.comment=Emissive map setting. Only enable if you have a PBR resource pack that utilizes emissive maps.
value.EMISSIVE_MAP.0=Off
value.EMISSIVE_MAP.1=OldPBR/Blue Channel
value.EMISSIVE_MAP.2=LabPBR/Alpha Channel

option.EMISSIVE_STRENGTH=Emissive Strength
option.EMISSIVE_STRENGTH.comment=Strength of all emissives (including emissive maps).

option.EMISSIVE_FALLBACK=Emissive Fallback
option.EMISSIVE_FALLBACK.comment=When emissive maps are on, and this setting is enabled, hardcoded emissives will also be calculated, and blended with emissive maps. Can fix missing emissives in certain resource packs.

option.AMETHYST_BLOCK_GLOW=Glowing Amethyst Blocks
value.AMETHYST_BLOCK_GLOW.0=Off
value.AMETHYST_BLOCK_GLOW.1=On

option.WIND=Wind
option.WIND_STRENGTH=Wind Strength

option.WAVY_LAVA=Wavy Lava

option.REBUILD_Z=Rebuild Normal Z
option.REBUILD_Z.comment=When enabled, the Z coordinate of the normal map will be rebuilt. Used for LabPBR 1.2+ resource packs. Disable if normal maps don't render correctly.

option.HARDCODED_METALS=Hardcoded Metals
option.HARDCODED_METALS.comment=Enables labPBR format hardcoded metals.

option.WHITEWORLD=Whiteworld
option.WHITEWORLD.comment=Removes albedo multiplication at end of shading function, causing the world to appear white, but still fully shaded.

screen.TRANS=§b§lTranslucents

option.TRANS_MULT=Translucent Multiply Blending
option.TRANS_MULT.comment=Uses multiply blending for translucents instead of regular alpha blending. Could make certain mods/blocks behave weirdly.
option.FAKE_REFRACT=Fake Refractions
option.FAKE_REFRACT.comment=Whether to have (fake) translucent refraction or not.
option.REFRACT_STRENGTH=Refraction Strength
option.BLUR_REFRACT=Blur Refractions

screen.WATER=§3§lWater

option.WAVE_FOAM=Water Foam
option.WAVE_FOAM_FADE=Water Foam Fade
option.WAVE_FOAM_FADE.comment=Makes the wave foam render with a fade effect, rather than just rendering solid foam.
option.WAVE_CAUSTICS=Wave Foam Patterns
option.WAVE_CAUSTICS.comment=Renders a caustics-like pattern on the surface of the water.
option.WAVE_CAUSTICS_D=Wave Foam Density
option.WAVE_PIXEL=Pixelate Wave Foam
option.WAVE_PIXEL_R=Pixelation Resolution
option.WAVE_PIXEL_R.comment=Resolution of water pattern pixelization.
option.WAVE_SPEED=Wave Foam Speed
option.WAVE_SPEED.comment=Speed of water patterns.
option.WAVE_BRIGHTNESS=Wave Foam Brightness
option.WAVE_BRIGHTNESS.comment=Brightness of wave foam and patterns.
option.WAVE_NORMALS=Water Normals
option.WAVE_NORMALS.comment=Gives water a wavy normal map based on the water patterns.
option.WAVE_SCALE=Water Normals Scale
option.WAVE_SCALE.comment=Scale of water normals.
option.UNDERWATER_WAVE_CAUSTICS=Underwater Caustics
option.UNDERWATER_WAVE_CAUSTICS.comment=Renders caustic patterns under the water.
option.SNELLS_WINDOW=Snell's Window
option.SNELLS_WINDOW.comment=Renders the Snell's window phenomenon underwater.

screen.VISUAL=§9§lVisual Effects
screen.VISUAL.comment=Contains miscellaneous visual effect settings.

#ACES
option.SAT_MOD=Saturation
option.VIB_MOD=Vibrance
option.CONT_MOD=Contrast
option.CONT_MIDPOINT=Contrast Midpoint
option.GAIN_MOD=Gain
option.LIFT_MOD=Lift
option.WHITE_BALANCE=White Balance
option.Film_Slope=Slope
option.Film_Toe=Film Toe
option.Film_Shoulder=Shoulder
option.Black_Clip=Black Clip Range
option.White_Clip=White Clip Range
option.Blue_Correction=Blue Correction
option.Gamut_Expansion=Gamut Expansion
option.in_Match=IN Match
option.Out_Match=OUT Match
screen.COLOR=§6§lColor Adjustments
option.COLOR_AP1=AP1 Colorspace

profile.Minimal=§bMinimal
profile.Low=§aLow
profile.Default=§dDefault
profile.High=§cHigh
profile.comment=§bMinimal: §flow shadows, basic effects, meant for weak/outdated computers. §aLow: §fmedium shadows, fancier effects, meant for lower-end computers. §dDefault: §fmedium shadows, raytraced rendering effects, meant for midrange computers. §cHigh: §fhigh shadows, all rendering effects, meant for high-end computers.