# Profiles
    profile.POTATO       = SHADOW_QUALITY=-1 shadowDistance=64.0  WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=0 CLOUD_QUALITY=1 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1
    profile.VERYLOW      = SHADOW_QUALITY=0  shadowDistance=64.0  WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=0 CLOUD_QUALITY=1 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1
    profile.LOW          = SHADOW_QUALITY=0  shadowDistance=96.0  WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=1 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=-1 DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1
    profile.MEDIUM       = SHADOW_QUALITY=1  shadowDistance=128.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=1 LIGHTSHAFT_QUALI_DEFINE=1 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1  DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=-1
    profile.HIGH         = SHADOW_QUALITY=2  shadowDistance=192.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1  DETAIL_QUALITY=2 CLOUD_QUALITY=2 ANISOTROPIC_FILTER=0 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=1
    profile.VERYHIGH     = SHADOW_QUALITY=2  shadowDistance=224.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1  DETAIL_QUALITY=3 CLOUD_QUALITY=3 ANISOTROPIC_FILTER=8 COLORED_LIGHTING=256 WORLD_SPACE_REFLECTIONS=-1 ENTITY_SHADOW=1
    profile.ULTRA        = SHADOW_QUALITY=3  shadowDistance=256.0 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=3 SSAO_QUALI_DEFINE=2 FXAA_DEFINE=1  DETAIL_QUALITY=3 CLOUD_QUALITY=3 ANISOTROPIC_FILTER=8 COLORED_LIGHTING=512 WORLD_SPACE_REFLECTIONS=1  ENTITY_SHADOW=1

# Exclusive Euphoria Profiles thanks to the EP mod!
    profile2.DEFAULT     = DETAIL_QUALITY=2 COLORED_LIGHTING=0   WORLD_SPACE_REFLECTIONS=-1 AURORA_COLOR_PRESET=0  !GLOWING_WART !SITUATIONAL_ORES GLOWING_ORE_MASTER=1 !BIOME_COLORED_NETHER_PORTALS NETHER_NOISE=0 LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK MCBL_MAIN_DEFINE=0 !SSS_SNOW_ICE !AURORA_INFLUENCE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 NIGHT_NEBULAE=-1 !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 GENERATED_NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 STAR_SIZE=1.0 STAR_BRIGHTNESS=13 !SOUL_SAND_VALLEY_OVERHAUL !PURPLE_END_FIRE !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !SAND_NOISE !DIRECTIONAL_LIGHTMAP_NORMALS !DOF_SNEAKING DISTANCE_MIN_LIGHT=0  WB_DOF_I=64.0   END_TWINKLING_STARS=0  NIGHT_STAR_AMOUNT=2 !END_SMOKE FROGLIGHT_SATURATION=1 GLITTER_RAIN=0 !LIGHTSHAFT_SMOKE RAIN_STYLE=1 TILT_SHIFT=0 WATERMARK=0 WATERMARK_SIZE=1.0 LAVA_EDGE_EFFECT=0 !DOF_VIEW_FOCUS_NEW2 END_CRYSTAL_VORTEX=0 DRAGON_DEATH_EFFECT=0 !WB_CHROMATIC !CAVE_SMOKE !WAVING_SUGAR_CANE DARKER_DEPTH_OCEANS=0  !END_PORTAL_BEAM !EMISSIVE_SOUL_SAND !SELECT_OUTLINE_AUTO_HIDE BEACON_BEAM_EMISSION=1.0 !PINKER_CHERRY_LEAVES UPPER_LIGHTMAP_CURVE=1.0 LOWER_LIGHTMAP_CURVE=1.0 STAR_LAYER_OW=0 !SITUATIONAL_GLOWING_TRIMS !GLOWING_ARMOR_TRIM !NIGHT_DESATURATION NIGHT_DESATURATION_OW=100 NIGHT_DESATURATION_NETHER=0 !HIGH_QUALITY_CLOUDS SELECT_OUTLINE=1 !ATM_COLOR_MULTS ATM_RAIN_I=1.00 LIGHT_RAIN_I=1.00 !COATED_TEXTURES ATM_NIGHT_I=1.00 CLOUD_TRANSPARENCY=1.00 CLOUD_STRETCH=1.0 CLOUD_UNBOUND_SIZE_MULT=100 SUN_GLARE_AMOUNT=10 E_SKY_COLORI=1.65 END_STAR_AMOUNT=1 ATM_END_I=1.00 GENERATED_NORMAL_ENTITY_MULT=0   WATER_CAUSTIC_STYLE_DEFINE=-1 WATERCOLOR_B=100 WATERCOLOR_G=100 WATERCOLOR_R=100 WATER_ALPHA_MULT=100 WATER_BUMPINESS=1.25 WATER_BUMP_BIG=2.00 WATER_BUMP_MED=1.70 WATER_FOAM_I=100 WATER_FOG_MULT=100 WATER_SIZE_MULT=100 WATER_SPEED_MULT=1.10 BLOOM_STRENGTH=0.12 !COLORED_CANDLE_LIGHT !CLEAR_WATER_SPOTS SILHOUETTE=0 SILHOUETTE_BRIGHTNESS=0.50 !DOUBLE_REIM_CLOUDS !PIXELATED_SHADOWS !LIGHTMAP_CURVES UNDERWATERCOLOR_R=100 UNDERWATERCOLOR_G=100 UNDERWATERCOLOR_B=100 WATER_CAUSTIC_STRENGTH=1.0 !PIXELATED_WATER_REFLECTIONS !SHOOTING_STARS PIXELATED_NEBULA=0  NEBULA_HORIZON_STRENGTH=10 !CLOUD_SHADOWS CLOUD_SHADOW_UNBOUND_SIZE=1.00 CAVE_LIGHTING=100 END_CENTER_LIGHTING=0  RAIN_FADE_TIMER=3  NETHER_HEAT_DISTORTION=0  !BLOCKLIGHT_CAUSTICS NEBULA_STAR_BRIGHTNESS=1.0  NEBULA_STAR_AMOUNT=1.0 NEBULA_SATURATION=10 NETHER_PORTAL_NOISE=0 DOF_SHAPE=0 CLOUD_SUN_MOON_SHADING=0 CLOUD_R=100 CLOUD_G=100 CLOUD_B=100 tonemap=DoCompTonemap T_SATURATION=1.00 !WATER_CAULDRON_COLOR_OVERRIDE END_FLASH_SHADOW=0  !DOUBLE_UNBOUND_CLOUDS T_LOWER_CURVE=1.10 WORLD_SPACE_PLAYER_REF=-1 RANDOM_AURORA=0 AURORA_CONDITION=3 COLORED_LIGHT_FOG_RAIN_I=0   CLOUD_SHADOW_STRENGTH=1.0 CLOUD_SHADOW_FADE_DISTANCE=0 !LIGHT_COLOR_MULTS LIGHT_MORNING_I=1.00 LIGHT_NOON_I=1.00 !NO_PURKINJE_IN_SKYBOX
    profile2.POPULAR     = DETAIL_QUALITY=2 COLORED_LIGHTING=192 WORLD_SPACE_REFLECTIONS=-1 AURORA_COLOR_PRESET=-1  GLOWING_WART  SITUATIONAL_ORES GLOWING_ORE_MASTER=2  BIOME_COLORED_NETHER_PORTALS NETHER_NOISE=1 LAVA_VARIATION=1  RAIN_ATMOSPHERE !REDSTONE_IPBR  INTERACTIVE_FOLIAGE  INTENSE_DEEP_DARK MCBL_MAIN_DEFINE=2  SSS_SNOW_ICE  AURORA_INFLUENCE  WAVIER_LAVA WATER_STYLE_DEFINE=-1 NIGHT_NEBULAE=1  !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=1 !LESS_LAVA_FOG HAND_SWAYING=1 GENERATED_NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 STAR_SIZE=0.7 STAR_BRIGHTNESS=18  SOUL_SAND_VALLEY_OVERHAUL  PURPLE_END_FIRE  NO_RAIN_ABOVE_CLOUDS  MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !SAND_NOISE  DIRECTIONAL_LIGHTMAP_NORMALS !DOF_SNEAKING DISTANCE_MIN_LIGHT=0  WB_DOF_I=64.0   END_TWINKLING_STARS=10 NIGHT_STAR_AMOUNT=3  END_SMOKE FROGLIGHT_SATURATION=2 GLITTER_RAIN=0 !LIGHTSHAFT_SMOKE RAIN_STYLE=2 TILT_SHIFT=0 WATERMARK=0 WATERMARK_SIZE=1.0 LAVA_EDGE_EFFECT=1 !DOF_VIEW_FOCUS_NEW2 END_CRYSTAL_VORTEX=3 DRAGON_DEATH_EFFECT=1 !WB_CHROMATIC  CAVE_SMOKE !WAVING_SUGAR_CANE DARKER_DEPTH_OCEANS=12  END_PORTAL_BEAM  EMISSIVE_SOUL_SAND !SELECT_OUTLINE_AUTO_HIDE BEACON_BEAM_EMISSION=3.0  PINKER_CHERRY_LEAVES UPPER_LIGHTMAP_CURVE=1.0 LOWER_LIGHTMAP_CURVE=1.0 STAR_LAYER_OW=3  SITUATIONAL_GLOWING_TRIMS !GLOWING_ARMOR_TRIM !NIGHT_DESATURATION NIGHT_DESATURATION_OW=100 NIGHT_DESATURATION_NETHER=0 !HIGH_QUALITY_CLOUDS SELECT_OUTLINE=1 !ATM_COLOR_MULTS ATM_RAIN_I=1.00 LIGHT_RAIN_I=1.00 !COATED_TEXTURES ATM_NIGHT_I=1.00 CLOUD_TRANSPARENCY=1.00 CLOUD_STRETCH=1.0 CLOUD_UNBOUND_SIZE_MULT=100 SUN_GLARE_AMOUNT=10 E_SKY_COLORI=1.65 END_STAR_AMOUNT=2 ATM_END_I=1.00 GENERATED_NORMAL_ENTITY_MULT=0   WATER_CAUSTIC_STYLE_DEFINE=-1 WATERCOLOR_B=100 WATERCOLOR_G=100 WATERCOLOR_R=100 WATER_ALPHA_MULT=100 WATER_BUMPINESS=1.25 WATER_BUMP_BIG=2.00 WATER_BUMP_MED=1.70 WATER_FOAM_I=100 WATER_FOG_MULT=100 WATER_SIZE_MULT=100 WATER_SPEED_MULT=1.10 BLOOM_STRENGTH=0.12 !COLORED_CANDLE_LIGHT !CLEAR_WATER_SPOTS SILHOUETTE=0 SILHOUETTE_BRIGHTNESS=0.50 !DOUBLE_REIM_CLOUDS !PIXELATED_SHADOWS !LIGHTMAP_CURVES UNDERWATERCOLOR_R=100 UNDERWATERCOLOR_G=100 UNDERWATERCOLOR_B=100 WATER_CAUSTIC_STRENGTH=1.3 !PIXELATED_WATER_REFLECTIONS  SHOOTING_STARS PIXELATED_NEBULA=0  NEBULA_HORIZON_STRENGTH=10 !CLOUD_SHADOWS CLOUD_SHADOW_UNBOUND_SIZE=1.00 CAVE_LIGHTING=100 END_CENTER_LIGHTING=7  RAIN_FADE_TIMER=3  NETHER_HEAT_DISTORTION=0   BLOCKLIGHT_CAUSTICS NEBULA_STAR_BRIGHTNESS=1.0  NEBULA_STAR_AMOUNT=1.0 NEBULA_SATURATION=10 NETHER_PORTAL_NOISE=1 DOF_SHAPE=0 CLOUD_SUN_MOON_SHADING=3 CLOUD_R=100 CLOUD_G=100 CLOUD_B=100 tonemap=DoCompTonemap T_SATURATION=1.00 !WATER_CAULDRON_COLOR_OVERRIDE END_FLASH_SHADOW=25 !DOUBLE_UNBOUND_CLOUDS T_LOWER_CURVE=1.10 WORLD_SPACE_PLAYER_REF=-1 RANDOM_AURORA=0 AURORA_CONDITION=3 COLORED_LIGHT_FOG_RAIN_I=0   CLOUD_SHADOW_STRENGTH=1.0 CLOUD_SHADOW_FADE_DISTANCE=0 !LIGHT_COLOR_MULTS LIGHT_MORNING_I=1.00 LIGHT_NOON_I=1.00 !NO_PURKINJE_IN_SKYBOX
    profile2.SPACEAGLE17 = DETAIL_QUALITY=3 COLORED_LIGHTING=256 WORLD_SPACE_REFLECTIONS=1  AURORA_COLOR_PRESET=-1  GLOWING_WART  SITUATIONAL_ORES GLOWING_ORE_MASTER=2  BIOME_COLORED_NETHER_PORTALS NETHER_NOISE=1 LAVA_VARIATION=1  RAIN_ATMOSPHERE  REDSTONE_IPBR  INTERACTIVE_FOLIAGE  INTENSE_DEEP_DARK MCBL_MAIN_DEFINE=3  SSS_SNOW_ICE  AURORA_INFLUENCE  WAVIER_LAVA WATER_STYLE_DEFINE=2  NIGHT_NEBULAE=1   EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=1  LESS_LAVA_FOG HAND_SWAYING=1 GENERATED_NORMAL_RES=192 GENERATED_NORMAL_MULT=400  GENERATED_NORMALS NIGHT_NEBULA_I=12  SEASONS=1 CLOUD_STYLE_DEFINE=3  STAR_SIZE=0.7 STAR_BRIGHTNESS=15  SOUL_SAND_VALLEY_OVERHAUL  PURPLE_END_FIRE  NO_RAIN_ABOVE_CLOUDS  MOON_PHASE_INF_LIGHT  CLEAR_SKY_WHEN_RAINING  SAND_NOISE  DIRECTIONAL_LIGHTMAP_NORMALS  DOF_SNEAKING DISTANCE_MIN_LIGHT=10 WB_DOF_I=1536.0 END_TWINKLING_STARS=10 NIGHT_STAR_AMOUNT=4  END_SMOKE FROGLIGHT_SATURATION=2 GLITTER_RAIN=1  LIGHTSHAFT_SMOKE RAIN_STYLE=2 TILT_SHIFT=7 WATERMARK=3 WATERMARK_SIZE=0.8 LAVA_EDGE_EFFECT=1  DOF_VIEW_FOCUS_NEW2 END_CRYSTAL_VORTEX=3 DRAGON_DEATH_EFFECT=2  WB_CHROMATIC  CAVE_SMOKE  WAVING_SUGAR_CANE DARKER_DEPTH_OCEANS=8   END_PORTAL_BEAM  EMISSIVE_SOUL_SAND  SELECT_OUTLINE_AUTO_HIDE BEACON_BEAM_EMISSION=3.0  PINKER_CHERRY_LEAVES UPPER_LIGHTMAP_CURVE=1.3 LOWER_LIGHTMAP_CURVE=0.7 STAR_LAYER_OW=3  SITUATIONAL_GLOWING_TRIMS  GLOWING_ARMOR_TRIM  NIGHT_DESATURATION NIGHT_DESATURATION_OW=120 NIGHT_DESATURATION_NETHER=69 HIGH_QUALITY_CLOUDS SELECT_OUTLINE=4  ATM_COLOR_MULTS ATM_RAIN_I=0.60 LIGHT_RAIN_I=0.85  COATED_TEXTURES ATM_NIGHT_I=0.60 CLOUD_TRANSPARENCY=0.45 CLOUD_STRETCH=1.4 CLOUD_UNBOUND_SIZE_MULT=80  SUN_GLARE_AMOUNT=7  E_SKY_COLORI=1.15 END_STAR_AMOUNT=3 ATM_END_I=0.65 GENERATED_NORMAL_ENTITY_MULT=100 WATER_CAUSTIC_STYLE_DEFINE=3  WATERCOLOR_B=60  WATERCOLOR_G=75  WATERCOLOR_R=50  WATER_ALPHA_MULT=190 WATER_BUMPINESS=1.50 WATER_BUMP_BIG=1.50 WATER_BUMP_MED=3.00 WATER_FOAM_I=110 WATER_FOG_MULT=130 WATER_SIZE_MULT=130 WATER_SPEED_MULT=1.45 BLOOM_STRENGTH=0.14  COLORED_CANDLE_LIGHT  CLEAR_WATER_SPOTS SILHOUETTE=2 SILHOUETTE_BRIGHTNESS=0.85  DOUBLE_REIM_CLOUDS  PIXELATED_SHADOWS  LIGHTMAP_CURVES UNDERWATERCOLOR_R=90  UNDERWATERCOLOR_G=120 UNDERWATERCOLOR_B=75  WATER_CAUSTIC_STRENGTH=1.3  PIXELATED_WATER_REFLECTIONS  SHOOTING_STARS PIXELATED_NEBULA=64 NEBULA_HORIZON_STRENGTH=0   CLOUD_SHADOWS CLOUD_SHADOW_UNBOUND_SIZE=1.50 CAVE_LIGHTING=400 END_CENTER_LIGHTING=15 RAIN_FADE_TIMER=22 NETHER_HEAT_DISTORTION=5   BLOCKLIGHT_CAUSTICS NEBULA_STAR_BRIGHTNESS=16.0 NEBULA_STAR_AMOUNT=1.5 NEBULA_SATURATION=6  NETHER_PORTAL_NOISE=1 DOF_SHAPE=6 CLOUD_SUN_MOON_SHADING=3 CLOUD_R=80  CLOUD_G=80  CLOUD_B=80  tonemap=ACESTonemap   T_SATURATION=0.90  WATER_CAULDRON_COLOR_OVERRIDE END_FLASH_SHADOW=35  DOUBLE_UNBOUND_CLOUDS T_LOWER_CURVE=0.95 WORLD_SPACE_PLAYER_REF=1  RANDOM_AURORA=4 AURORA_CONDITION=2 COLORED_LIGHT_FOG_RAIN_I=120 CLOUD_SHADOW_STRENGTH=2.0 CLOUD_SHADOW_FADE_DISTANCE=10 LIGHT_COLOR_MULTS LIGHT_MORNING_I=1.30 LIGHT_NOON_I=1.20  NO_PURKINJE_IN_SKYBOX

# Screen Setup
    screen=<empty> <empty> [EP_VERSION] [EUPHORIA_SETTINGS] [INFORMATION] SHADER_STYLE <profile> RP_MODE <empty> <empty> [PERFORMANCE_SETTINGS] [CAMERA_SETTINGS] [LIGHTING_SETTINGS] [ATMOSPHERE_SETTINGS] [MATERIAL_SETTINGS] [OTHER_SETTINGS]

    screen.INFORMATION=<empty> <empty> info0 info11 <empty> <empty> info21 info12 info13 info14 info16 info15 <empty> <empty> <empty> [INFORMATION2]
    screen.INFORMATION.columns=2
    screen.INFORMATION2=<empty> <empty> info0 <empty> <empty> <empty> info1 info2 info3 info4 info5 info8 info9 info10
    screen.INFORMATION2.columns=2

    screen.PERFORMANCE_SETTINGS=<profile> <empty> <empty> <empty> SHADOW_QUALITY shadowDistance LIGHTSHAFT_QUALI_DEFINE DETAIL_QUALITY CLOUD_QUALITY FXAA_DEFINE SSAO_QUALI_DEFINE ANISOTROPIC_FILTER WATER_REFLECT_QUALITY BLOCK_REFLECT_QUALITY COLORED_LIGHTING WORLD_SPACE_REFLECTIONS ENTITY_SHADOW

    screen.MATERIAL_SETTINGS=<empty> <empty> [IPBR_SETTINGS] [CUSTOM_PBR_SETTINGS] <empty> <empty> [WATER_SETTINGS] [WAVING_SETTINGS] RAIN_PUDDLES SPECIAL_PORTAL_EFFECTS REFLECTION_RES
        screen.IPBR_SETTINGS=<empty> <empty> GENERATED_NORMALS COATED_TEXTURES GENERATED_NORMAL_MULT COATED_TEXTURE_MULT GENERATED_NORMAL_RES ENTITY_GN_AND_CT <empty> <empty> [GLOWING_ORE_SETTINGS] [GLOWING_STUFF_SETTINGS] [OTHER_IPBR_SETTINGS]
            screen.GLOWING_ORE_SETTINGS=<empty> <empty> GLOWING_ORE_MASTER GLOWING_ORE_MULT <empty> <empty> GLOWING_ORE_IRON GLOWING_ORE_GOLD GLOWING_ORE_COPPER GLOWING_ORE_REDSTONE GLOWING_ORE_LAPIS GLOWING_ORE_EMERALD GLOWING_ORE_DIAMOND GLOWING_ORE_NETHERQUARTZ GLOWING_ORE_NETHERGOLD GLOWING_ORE_GILDEDBLACKSTONE GLOWING_ORE_ANCIENTDEBRIS GLOWING_ORE_MODDED
            screen.GLOWING_STUFF_SETTINGS=<empty> <empty> GLOWING_AMETHYST GLOWING_LICHEN EMISSIVE_REDSTONE_BLOCK EMISSIVE_LAPIS_BLOCK GLOWING_ARMOR_TRIM
            screen.OTHER_IPBR_SETTINGS=<empty> <empty> IPBR_EMISSIVE_MODE IPBR_PARTICLE_FEATURES IPBR_COMPAT_MODE_DEFINE FANCY_GLASS MORE_REFLECTIVE_DISTANT_GLASS MIRROR_TINTED_GLASS GREEN_SCREEN_LIME HIDE_ARMOR
        screen.CUSTOM_PBR_SETTINGS=<empty> <empty> NORMAL_MAP_STRENGTH CUSTOM_EMISSION_INTENSITY <empty> <empty> POM POM_DEPTH POM_QUALITY POM_DISTANCE POM_LIGHTING_MODE POM_ALLOW_CUTOUT <empty> <empty> DIRECTIONAL_BLOCKLIGHT
        screen.WATER_SETTINGS=<empty> <empty> WATER_STYLE_DEFINE WATER_CAUSTIC_STYLE_DEFINE <empty> <empty> [WATER_COLOR_SETTINGS] [UNDERWATER_COLOR_SETTINGS] WATERCOLOR_MODE BRIGHT_CAVE_WATER WATER_ALPHA_MULT WATER_FOG_MULT WATER_FOAM_I WATER_REFRACTION_INTENSITY WAVING_WATER_VERTEX [WATER_WAVE_SETTINGS]
            screen.WATER_COLOR_SETTINGS=<empty> <empty> WATERCOLOR_R WATERCOLOR_G WATERCOLOR_B
            screen.UNDERWATER_COLOR_SETTINGS=<empty> <empty> UNDERWATERCOLOR_R UNDERWATERCOLOR_G UNDERWATERCOLOR_B
            screen.WATER_WAVE_SETTINGS=<empty> <empty> WATER_BUMPINESS WATER_BUMP_SMALL WATER_BUMP_MED WATER_BUMP_BIG WATER_SPEED_MULT WATER_SIZE_MULT
        screen.WAVING_SETTINGS=<empty> <empty> WAVING_FOLIAGE WAVING_LEAVES WAVING_WATER_VERTEX WAVING_LAVA WAVING_LILY_PAD WAVING_RAIN <empty> <empty> WAVING_SPEED WAVING_I NO_WAVING_INDOORS WAVING_I_RAIN_MULT
    screen.CAMERA_SETTINGS=<empty> <empty> [TONEMAP_SETTINGS] [WORLD_BLUR_SETTINGS] BLOOM_ENABLED BLOOM_STRENGTH VIGNETTE_R IMAGE_SHARPENING UNDERWATER_DISTORTION CHROMA_ABERRATION MOTION_BLUR_EFFECT MOTION_BLURRING_STRENGTH LENSFLARE_MODE LENSFLARE_I [TAA_SETTINGS] DISTANT_LIGHT_BOKEH
        screen.TONEMAP_SETTINGS=<empty> <empty> TM_EXPOSURE TM_CONTRAST T_SATURATION T_VIBRANCE TM_DARK_DESATURATION TM_WHITE_PATH <empty> <empty> [COLORGRADING_SETTINGS]
            screen.COLORGRADING_SETTINGS=<empty> <empty> COLORGRADING <empty> GR_RR GR_GR GR_RG GR_GG GR_RB GR_GB GR_BR GR_RC GR_BG GR_GC GR_BB GR_BC
        screen.WORLD_BLUR_SETTINGS=<empty> <empty> WORLD_BLUR WB_FOV_SCALED WB_CHROMATIC WB_ANAMORPHIC <empty> <empty> WB_DOF_I WB_DOF_FOCUS <empty> <empty> WB_DB_DAY_I WB_DB_NIGHT_I WB_DB_RAIN_I WB_DB_WATER_I WB_DB_NETHER_I WB_DB_END_I
        screen.TAA_SETTINGS=<empty> <empty> TAA_MODE <empty> <empty> <empty> TAA_SMOOTHING TAA_JITTER TAA_MOVEMENT_IMPROVEMENT_FILTER <empty> <empty> <empty> FXAA_STRENGTH FXAA_TAA_INTERACTION
    screen.ATMOSPHERE_SETTINGS=<empty> <empty> [ATM_COLOR_SETTINGS] [CLOUD_SETTINGS] [FOG_SETTINGS] [SUN_MOON_SETTINGS] [NETHER_SETTINGS] [WEATHER_SETTINGS] [END_SETTINGS] NIGHT_STAR_AMOUNT AURORA_STYLE_DEFINE AURORA_CONDITION NIGHT_NEBULAE NIGHT_NEBULA_I RAINBOWS RAINBOW_STYLE_DEFINE
        screen.CLOUD_SETTINGS=<empty> <empty> CLOUD_STYLE_DEFINE <empty> <empty> <empty> CLOUD_ALT1 CLOUD_SPEED_MULT CLOUD_CLOSED_AREA_CHECK CLOUD_SHADOWS [CLOUD_COLOR_SETTINGS] <empty> <empty> <empty> [CLOUD_UNBOUND_SETTINGS] [CLOUD_REIMAGINED_SETTINGS]
            screen.CLOUD_COLOR_SETTINGS=<empty> <empty> CLOUD_R CLOUD_G CLOUD_B
            screen.CLOUD_UNBOUND_SETTINGS=<empty> <empty> CLOUD_UNBOUND_AMOUNT CLOUD_UNBOUND_SIZE_MULT CLOUD_UNBOUND_RAIN_ADD
            screen.CLOUD_REIMAGINED_SETTINGS=<empty> <empty> DOUBLE_REIM_CLOUDS CLOUD_ALT2
        screen.FOG_SETTINGS=<empty> <empty> BORDER_FOG CAVE_FOG ATM_FOG_MULT ATM_FOG_DISTANCE ATM_FOG_ALTITUDE <empty> <empty> <empty> LIGHTSHAFT_BEHAVIOUR SPECIAL_PALE_GARDEN_LIGHTSHAFTS LIGHTSHAFT_SMOKE LIGHTSHAFT_SUNSET_SATURATION LIGHTSHAFT_DAY_I LIGHTSHAFT_NIGHT_I LIGHTSHAFT_RAIN_I
        screen.SUN_MOON_SETTINGS=<empty> <empty> SUN_MOON_STYLE_DEFINE SUN_ANGLE SUN_MOON_HORIZON SUN_MOON_DURING_RAIN
        screen.NETHER_SETTINGS=<empty> <empty> NETHER_VIEW_LIMIT NETHER_COLOR_MODE <empty> <empty> NETHER_STORM NETHER_STORM_I NETHER_STORM_LOWER_ALT NETHER_STORM_HEIGHT
        screen.END_SETTINGS=<empty> <empty> END_BEAM_INTENSITY END_STAR_INTENSITY END_BEAM_CENTER_ALT END_BEAM_HEIGHT END_FLASHES
        screen.WEATHER_SETTINGS=<empty> <empty> RAIN_STYLE SPECIAL_BIOME_WEATHER WEATHER_TEX_OPACITY SUN_MOON_DURING_RAIN IMPROVED_RAIN_DEFINE
        screen.ATM_COLOR_SETTINGS=<empty> <empty> ATM_COLOR_MULTS <empty> <empty> <empty> [MORNING_ATM_MULTS] [NOON_ATM_MULTS] [NIGHT_ATM_MULTS] [RAIN_ATM_MULTS] [NETHER_ATM_MULTS] [END_ATM_MULTS]
            screen.MORNING_ATM_MULTS=<empty> <empty> ATM_MORNING_R ATM_MORNING_G ATM_MORNING_B ATM_MORNING_I
            screen.NOON_ATM_MULTS=<empty> <empty> ATM_NOON_R ATM_NOON_G ATM_NOON_B ATM_NOON_I
            screen.NIGHT_ATM_MULTS=<empty> <empty> ATM_NIGHT_R ATM_NIGHT_G ATM_NIGHT_B ATM_NIGHT_I
            screen.RAIN_ATM_MULTS=<empty> <empty> ATM_RAIN_R ATM_RAIN_G ATM_RAIN_B ATM_RAIN_I
            screen.NETHER_ATM_MULTS=<empty> <empty> ATM_NETHER_R ATM_NETHER_G ATM_NETHER_B ATM_NETHER_I
            screen.END_ATM_MULTS=<empty> <empty> ATM_END_R ATM_END_G ATM_END_B ATM_END_I
    screen.LIGHTING_SETTINGS=<empty> <empty> [LIGHT_COLOR_SETTINGS] AMBIENT_MULT [BLOCKLIGHT_SETTINGS] SHADOW_SMOOTHING [PIXELATED_LIGHTING_SETTINGS] CAVE_LIGHTING SSAO_I VANILLAAO_I PLAYER_SHADOW
        screen.LIGHT_COLOR_SETTINGS=<empty> <empty> LIGHT_COLOR_MULTS <empty> <empty> <empty> [MORNING_LIGHT_MULTS] [NOON_LIGHT_MULTS] [NIGHT_LIGHT_MULTS] [RAIN_LIGHT_MULTS] [NETHER_LIGHT_MULTS] [END_LIGHT_MULTS]
            screen.MORNING_LIGHT_MULTS=<empty> <empty> LIGHT_MORNING_R LIGHT_MORNING_G LIGHT_MORNING_B LIGHT_MORNING_I
            screen.NOON_LIGHT_MULTS=<empty> <empty> LIGHT_NOON_R LIGHT_NOON_G LIGHT_NOON_B LIGHT_NOON_I
            screen.NIGHT_LIGHT_MULTS=<empty> <empty> LIGHT_NIGHT_R LIGHT_NIGHT_G LIGHT_NIGHT_B LIGHT_NIGHT_I
            screen.RAIN_LIGHT_MULTS=<empty> <empty> LIGHT_RAIN_R LIGHT_RAIN_G LIGHT_RAIN_B LIGHT_RAIN_I
            screen.NETHER_LIGHT_MULTS=<empty> <empty> LIGHT_NETHER_R LIGHT_NETHER_G LIGHT_NETHER_B LIGHT_NETHER_I
            screen.END_LIGHT_MULTS=<empty> <empty> LIGHT_END_R LIGHT_END_G LIGHT_END_B LIGHT_END_I
        screen.BLOCKLIGHT_SETTINGS=<empty> <empty> XLIGHT_I XLIGHT_CURVE HELD_LIGHTING_MODE BLOCKLIGHT_FLICKERING <empty> <empty> XLIGHT_R XLIGHT_G XLIGHT_B
        screen.PIXELATED_LIGHTING_SETTINGS=<empty> <empty> PIXELATED_SHADOWS PIXELATED_BLOCKLIGHT PIXELATED_AO PIXEL_SCALE
    screen.OTHER_SETTINGS=<empty> <empty> [SELECT_OUTLINE_SETTINGS] [WORLD_OUTLINE_SETTINGS] [MOON_PHASE_INF_SETTINGS] [ACT_FEATURES_SETTINGS] SHOW_LIGHT_LEVEL REDUCE_CLOSE_PARTICLES LESS_LAVA_FOG SNOWY_WORLD HAND_SWAYING <empty> <empty> <empty> <empty> <empty> COLOR_CODED_PROGRAMS GLOWING_COLORED_PARTICLES
        screen.SELECT_OUTLINE_SETTINGS=<empty> <empty> SELECT_OUTLINE <empty> SELECT_OUTLINE_I SELECT_OUTLINE_R SELECT_OUTLINE_G SELECT_OUTLINE_B <empty> <empty> SELECT_OUTLINE_AUTO_HIDE
        screen.WORLD_OUTLINE_SETTINGS=<empty> <empty> WORLD_OUTLINE WORLD_OUTLINE_THICKNESS WORLD_OUTLINE_I WORLD_OUTLINE_ON_ENTITIES WORLD_OUTLINE_SCALED <empty> <empty> <empty> DARK_OUTLINE DARK_OUTLINE_THICKNESS
        screen.MOON_PHASE_INF_SETTINGS=<empty> <empty> MOON_PHASE_INF_LIGHT MOON_PHASE_INF_ATMOSPHERE MOON_PHASE_INF_REFLECTION <empty> <empty> <empty> MOON_PHASE_FULL MOON_PHASE_PARTIAL MOON_PHASE_DARK
        screen.ACT_FEATURES_SETTINGS=<empty> <empty> COLORED_LIGHT_SATURATION <empty> COLORED_LIGHT_FOG COLORED_LIGHT_FOG_I <empty> <empty> WORLD_SPACE_REFLECTIONS <empty> WORLD_SPACE_REF_MODE WORLD_SPACE_PLAYER_REF <empty> <empty> CONNECTED_GLASS_EFFECT PORTAL_EDGE_EFFECT PUDDLE_VOXELIZATION COLORED_CANDLE_LIGHT

# Euphoria Patches
    screen.EUPHORIA_SETTINGS=<empty> <empty> [EP_VERSION] [POPULAR_SETTINGS] <empty> <empty> [ATMOSPHERE] [WORLD] [MATERIALS] [CAMERA] [FUN] [MODDED_SETTINGS] info22 <profile2>
        screen.ATMOSPHERE=<empty> <empty> [AURORA_SETTINGS] [CLOUDS] [END_SKY] [RAIN_SETTINGS] [STARS_OVERWORLD] [NIGHT_NEBULA_SETTINGS] [NIGHT_DESATURATION_SETTINGS] CELESTIAL_BOTH_HEMISPHERES SUN_GLARE_AMOUNT MOON_GLARE_AMOUNT SUN_MOON_IPBR
            screen.CLOUDS=<empty> <empty> CLOUD_STYLE_DEFINE <empty> [CLOUD_REIMAGINED_SETTINGS_EUPHORIA] [CLOUD_UNBOUND_SETTINGS_EUPHORIA] [CLOUD_SHADING_SETTINGS] CLOUD_TRANSPARENCY CLOUD_STRETCH CLOUD_DIRECTION CLOUD_LAYER2_SPEED_MULT CLOUD_SHADOW_STRENGTH CLOUD_SHADOW_FADE_DISTANCE CLOUD_RENDER_DISTANCE NIGHT_CLOUD_UNBOUND_REMOVE RAINBOW_CLOUD
                screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=<empty> <empty> CLOUD_TEXTURE ROTATE_REIMAGINED_CLOUDS_90_NEW CLOUD_ROUNDNESS CLOUD_SHADOW_ROUNDNESS CLOUD_NARROWNESS [CLOUD_REIMAGINED_SECOND_LAYER_SETTINGS]
                    screen.CLOUD_REIMAGINED_SECOND_LAYER_SETTINGS=<empty> <empty> CLOUD_REIMAGINED_LAYER2_HEIGHT CLOUD_REIMAGINED_LAYER2_TRANSPARENCY
                screen.CLOUD_UNBOUND_SETTINGS_EUPHORIA=<empty> <empty> HIGH_QUALITY_CLOUDS PIXELATED_UNBOUND_CLOUDS [DOUBLE_UNBOUND_CLOUDS_SETTINGS] CLOUD_SHADOW_UNBOUND_SIZE
                    screen.DOUBLE_UNBOUND_CLOUDS_SETTINGS=<empty> <empty> DOUBLE_UNBOUND_CLOUDS CLOUD_UNBOUND_LAYER2_ALTITUDE CLOUD_UNBOUND_LAYER2_HEIGHT CLOUD_UNBOUND_LAYER2_SIZE CLOUD_UNBOUND_LAYER2_AMOUNT CLOUD_UNBOUND_LAYER2_TRANSPARENCY
                screen.CLOUD_SHADING_SETTINGS=<empty> <empty> CLOUD_SUN_MOON_SHADING INVERTED_CLOUD_SHADING CLOUD_SHADING_AMOUNT <empty> CLOUD_LIGHT_MULTIPLIER CLOUD_NIGHT_LIGHT_MULTIPLIER CLOUD_AMBIENT_MULTIPLIER CLOUD_NIGHT_AMBIENT_MULTIPLIER
            screen.AURORA_SETTINGS=<empty> <empty> [AURORA_COLOR_SETTINGS] [AURORA_INFLUENCE_SETTINGS] RANDOM_AURORA <empty> AURORA_UP_I AURORA_SIZE AURORA_DOWN_I AURORA_DRAW_DISTANCE AURORA_NOISE_SCALE AURORA_PATTERN_WARP
                screen.AURORA_INFLUENCE_SETTINGS=<empty> <empty> AURORA_INFLUENCE AURORA_CLOUD_INFLUENCE_INTENSITY AURORA_TERRAIN_INFLUENCE_INTENSITY
                screen.AURORA_COLOR_SETTINGS=<empty> <empty> AURORA_COLOR_PRESET RGB_AURORA AURORA_SATURATION AURORA_COLOR_MIX_POWER AURORA_UP_R AURORA_DOWN_R AURORA_UP_G AURORA_DOWN_G AURORA_UP_B AURORA_DOWN_B
            screen.END_SKY=<empty> <empty> [END_BEAMS_SETTINGS] [END_STAR] <empty> <empty> END_SKY_FOG_INFLUENCE EP_END_FLASH E_SKY_COLORR_NEW E_SKY_COLORI E_SKY_COLORG_NEW <empty> E_SKY_COLORB_NEW
                screen.END_BEAMS_SETTINGS=<empty> <empty> END_BEAMS <empty> END_BEAM_SCALE END_BEAM_DISTANCE_MULTIPLIER END_BEAM_HEIGHT END_BEAM_POW END_BEAM_DIRECTION_BIAS END_BEAM_CENTER_ALT END_BEAM_SPEED END_BEAM_INTENSITY END_BEAM_FOG_BLEND E_BEAMS_AMBIENT_INFLUENCE [END_BEAMS_COLOR_SETTINGS] [END_BEAMS_FLASH_SETTINGS]
                    screen.END_BEAMS_COLOR_SETTINGS=<empty> <empty> E_BEAM_I E_DRAGON_BEAM_I <empty> <empty> E_BEAM_R_NEW E_DRAGON_BEAM_R_NEW E_BEAM_G_NEW E_DRAGON_BEAM_G_NEW E_BEAM_B_NEW E_DRAGON_BEAM_B_NEW
                    screen.END_BEAMS_FLASH_SETTINGS=<empty> <empty> END_BEAM_FLASH_HEIGHT_MULTIPLIER END_BEAM_FLASH_POW_MULTIPLIER END_BEAM_FLASH_NARROWNESS
                screen.END_BEAMS_SETTINGS.columns=2
                screen.END_STAR=<empty> <empty> END_STARS <empty> <empty> <empty> END_STAR_BRIGHTNESS END_STAR_SIZE STAR_ROUNDNESS_END STAR_SOFTNESS_END END_STAR_AMOUNT STAR_LAYER_END END_TWINKLING_STARS END_STAR_HEMISPHERE [STAR_COLORS_END]
                    screen.STAR_COLORS_END=<empty> <empty> <empty> <empty> STAR_COLOR_VARIATION_END <empty> <empty> <empty> <empty> STAR_COLOR_1_END_R STAR_COLOR_2_END_R STAR_COLOR_3_END_R STAR_COLOR_1_END_G STAR_COLOR_2_END_G STAR_COLOR_3_END_G STAR_COLOR_1_END_B STAR_COLOR_2_END_B STAR_COLOR_3_END_B
                    screen.STAR_COLORS_END.columns=3
            screen.NIGHT_DESATURATION_SETTINGS=<empty> <empty> NIGHT_DESATURATION [MOON_PHASED_DESATURATION_SETTINGS] <empty> <empty> NIGHT_DESATURATION_OW PURKINJE_RENDER_DISTANCE_FADE NIGHT_CAVE_DESATURATION NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND NIGHT_DESATURATION_REMOVE_NIGHT_VISION NO_PURKINJE_IN_SKYBOX NIGHT_DESATURATION_NETHER NIGHT_DESATURATION_END PURKINJE_RENDER_DISTANCE_FADE_NETHER PURKINJE_RENDER_DISTANCE_FADE_END
			screen.NIGHT_DESATURATION_SETTINGS.columns=2
				screen.MOON_PHASED_DESATURATION_SETTINGS=<empty> <empty> <empty> <empty> MOON_PHASE_INF_PURKINJE <empty> <empty> <empty> <empty> MOON_PHASE_FULL_PURKINJE MOON_PHASE_PARTIAL_PURKINJE MOON_PHASE_DARK_PURKINJE
				screen.MOON_PHASED_DESATURATION_SETTINGS.columns=3
            screen.STARS_OVERWORLD=<empty> <empty> STAR_BRIGHTNESS STAR_SIZE HIDE_VANILLA_STARS [SHOOTING_STARS_SETTINGS] STAR_ROUNDNESS_OW STAR_SOFTNESS_OW TWINKLING_STARS STAR_LAYER_OW DAYLIGHT_STARS [STAR_COLORS_OW]
                screen.SHOOTING_STARS_SETTINGS=<empty> <empty> SHOOTING_STARS <empty> SHOOTING_STARS_CHANCE SHOOTING_STARS_SIZE SHOOTING_STARS_SPEED SHOOTING_STARS_COUNT SHOOTING_STARS_LINE_THICKNESS SHOOTING_STARS_TRAIL_LENGTH
                screen.STAR_COLORS_OW=<empty> <empty> <empty> <empty> STAR_COLOR_VARIATION_OW <empty> <empty> <empty> <empty> STAR_COLOR_1_OW_R STAR_COLOR_2_OW_R STAR_COLOR_3_OW_R STAR_COLOR_1_OW_G STAR_COLOR_2_OW_G STAR_COLOR_3_OW_G STAR_COLOR_1_OW_B STAR_COLOR_2_OW_B STAR_COLOR_3_OW_B
                screen.STAR_COLORS_OW.columns=3
            screen.NIGHT_NEBULA_SETTINGS=<empty> <empty> NIGHT_NEBULAE NIGHT_NEBULA_I [NIGHT_NEBULA_COLOR_SETTINGS] [NEBULA_STAR_SETTINGS] NEBULA_MOON_CONDITION PIXELATED_NEBULA NEBULA_ZOOM_LEVEL NEBULA_AMOUNT NEBULA_PATTERN_WARP NEBULA_HORIZON_STRENGTH
                screen.NIGHT_NEBULA_COLOR_SETTINGS=<empty> <empty> <empty> <empty> NEBULA_SATURATION <empty> NEBULA_R_1 NEBULA_R_2 NEBULA_R_3 NEBULA_G_1 NEBULA_G_2 NEBULA_G_3 NEBULA_B_1 NEBULA_B_2 NEBULA_B_3
                screen.NIGHT_NEBULA_COLOR_SETTINGS.columns=3
                screen.NEBULA_STAR_SETTINGS=<empty> <empty> NEBULA_ONLY_STARS NEBULA_STAR_BRIGHTNESS NEBULA_STAR_SIZE NEBULA_STAR_AMOUNT
            screen.RAIN_SETTINGS=<empty> <empty> RAIN_ATMOSPHERE CLEAR_SKY_WHEN_RAINING NO_RAIN_ABOVE_CLOUDS RAIN_FADE_TIMER  RAIN_TEX_OPACITY_MULTIPLIER SNOW_TEX_OPACITY_MULTIPLIER WEATHER_TEX_R WEATHER_TEX_OPACITY WEATHER_TEX_G COLORED_LIGHT_FOG_RAIN_I WEATHER_TEX_B
        screen.WORLD=<empty> <empty> DAYLIGHT_CYCLE_COMPAT [OVERWORLD_WORLD] [NETHER_WORLD] [END_WORLD] [LIGHT_SETTINGS] [OVERLAY_NOISE] BEDROCK_NOISE SHADOW_SATURATION PIXELATED_SHADOWS_MODE VANILLA_ENTITY_SHADOWS FROZEN_TIME
            screen.OVERWORLD_WORLD=<empty> <empty> [OVERWORLD_BEAM] [FOG] [BLOOD_MOON_SETTINGS] [SEASON] INTENSE_DEEP_DARK <empty> SILHOUETTE SILHOUETTE_BRIGHTNESS
                screen.OVERWORLD_BEAM=<empty> <empty> OVERWORLD_BEAMS OVERWORLD_BEAMS_CONDITION <empty> <empty> OVERWORLD_BEAMS_INTENSITY BEAMS_AMBIENT_INFLUENCE <empty> <empty> OW_BEAM_R_NEW <empty> OW_BEAM_G_NEW <empty> OW_BEAM_B_NEW
                screen.FOG=<empty> <empty> [FOG_CAVE] [FOG_ATMOSPHERIC] [FOG_BORDER_OVERWORLD]
                    screen.FOG_CAVE=<empty> <empty> CAVE_SMOKE <empty> CAVE_FOG_R_NEW CAVE_FOG_I CAVE_FOG_G_NEW CAVE_FOG_DENSITY CAVE_FOG_B_NEW
                    screen.FOG_ATMOSPHERIC=<empty> <empty> ATMOSPHERIC_FOG <empty> <empty> <empty> ATMOSPHERIC_FOG_R_NEW ATMOSPHERIC_FOG_I ATMOSPHERIC_FOG_G_NEW ATMOSPHERIC_FOG_DENSITY ATMOSPHERIC_FOG_B_NEW
                    screen.FOG_BORDER_OVERWORLD=<empty> <empty> BORDER_FOG_OVERWORLD <empty> BORDER_FOG_DENSITY_OVERWORLD BORDER_FOG_DISTANCE_OVERWORLD
                screen.BLOOD_MOON_SETTINGS=<empty> <empty> BLOOD_MOON EMISSIVE_BLOOD_MOON_FLOWERS
                screen.SEASON=<empty> <empty> SEASONS SEASON_START SEASON_LENGTH SEASON_TRANSITION_START <empty> <empty> [SPRING] [SUMMER] [AUTUMN] [WINTER]
                    screen.WINTER=<empty> <empty> SNOW_CONDITION SNOW_NOISE_INTENSITY SNOW_SIZE SNOW_TRANSPARENCY MELTING_RADIUS SSS_SEASON_SNOW SNOW_NOISE_REMOVE_INTENSITY LESS_LEAVES SEASON_COLOR_DESATURATION WINTER_GREEN_AMOUNT
                    screen.AUTUMN=<empty> <empty> AUTUMN_CONDITION AUTUMN_STRENGTH AUTUMN_NOISE_SIZE LEAVES_ON_GROUND EXTRA_FLOOR_LEAVES_IN_FORESTS LESS_LEAVES SEASON_COLOR_DESATURATION
                    screen.SPRING=<empty> <empty> FLOWER_AMOUNT FLOWER_DENSITY FLOWER_SIZE SPRING_GREEN_INTENSITY EMISSIVE_SPRING_FLOWERS DISABLE_SPRING_IN_DRY_BIOMES
                    screen.SUMMER=<empty> <empty> SUMMER_STRENGTH
            screen.END_WORLD=<empty> <empty> END_SUN_ANGLE END_FLASH_SHADOW [END_CENTER_LIGHTING_SETTINGS] END_SMOKE [END_AMBIENT] PURPLE_END_FIRE [FOG_BORDER_END] END_CRYSTAL_VORTEX DRAGON_DEATH_EFFECT
                screen.END_AMBIENT=<empty> <empty> END_AMBIENT_INFLUENCE <empty> <empty> <empty> END_AMBIENT_R_NEW END_AMBIENT_I END_AMBIENT_G_NEW <empty> END_AMBIENT_B_NEW
                screen.FOG_BORDER_END=<empty> <empty> BORDER_FOG_END <empty> BORDER_FOG_DENSITY_END BORDER_FOG_DISTANCE_END
                screen.END_CENTER_LIGHTING_SETTINGS=<empty> <empty> END_CENTER_LIGHTING END_CENTER_LIGHTING_R END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT END_CENTER_LIGHTING_G <empty> END_CENTER_LIGHTING_B
            screen.NETHER_WORLD=<empty> <empty> SOUL_SAND_VALLEY_OVERHAUL NETHER_NOISE NETHER_BRIGHTNESS [FOG_BORDER_NETHER] [HEAT_DISTORTION_SETTINGS]
                screen.FOG_BORDER_NETHER=<empty> <empty> BORDER_FOG_NETHER <empty> BORDER_FOG_DENSITY_NETHER BORDER_FOG_DISTANCE_NETHER
                screen.HEAT_DISTORTION_SETTINGS=<empty> <empty> NETHER_HEAT_DISTORTION <empty> NETHER_HEAT_DISTORTION_SPEED NETHER_HEAT_DISTORTION_SCALE
            screen.LIGHT_SETTINGS=<empty> <empty> [BLOCKLIGHT] [DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS] [LIGHTMAP_CURVES_SETTINGS] DISTANCE_MIN_LIGHT BLOCKLIGHT_CAUSTICS
                screen.BLOCKLIGHT=<empty> <empty> [COLORED_LIGHT] HAND_BLOCKLIGHT_FLICKERING
                    screen.COLORED_LIGHT=<empty> <empty> [SSBL_SETTINGS] [ACT_SETTINGS]
                        screen.SSBL_SETTINGS=<empty> <empty> MCBL_MAIN_DEFINE MCBL_INFLUENCE COLORED_CANDLE_LIGHT
                        screen.ACT_SETTINGS=<empty> <empty> CAVE_SMOKE DO_IPBR_LIGHTS ACT_ORE_INTENSITY
                screen.DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS=<empty> <empty> DIRECTIONAL_LIGHTMAP_NORMALS <empty> DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH
                screen.LIGHTMAP_CURVES_SETTINGS=<empty> <empty> LIGHTMAP_CURVES <empty> LOWER_LIGHTMAP_CURVE UPPER_LIGHTMAP_CURVE
            screen.OVERLAY_NOISE=<empty> <empty> [MOSS_NOISE_SETTINGS] [SAND_NOISE_SETTINGS]
                screen.MOSS_NOISE_SETTINGS=<empty> <empty> MOSS_NOISE MOSS_IN_CAVES MOSS_NOISE_REMOVE_INTENSITY MOSS_TRANSPARENCY MOSS_NOISE_INTENSITY MOSS_SIZE MOSS_SIDE_INTENSITY MOSS_NOISE_DISTANCE
                screen.SAND_NOISE_SETTINGS=<empty> <empty> SAND_NOISE SAND_CONDITION SAND_IN_CAVES SAND_SIDE_INTENSITY SAND_NOISE_REMOVE_INTENSITY SAND_TRANSPARENCY SAND_NOISE_INTENSITY SAND_SIZE SAND_NOISE_DISTANCE
        screen.MATERIALS=<empty> <empty> [WATER] [LAVA_SETTINGS] [EMISSIVE_MATERIALS] [FOLIAGE_SETTINGS] [PORTAL_SETTINGS] [MISC_SETTINGS] ROUGHNESS_INTENSITY ROUGHNESS_MULTIPLIER
            screen.MATERIALS.columns=2
            screen.FOLIAGE_SETTINGS=<empty> <empty> INTERACTIVE_FOLIAGE WAVING_SUGAR_CANE PINKER_CHERRY_LEAVES SSS_STRENGTH
            screen.MISC_SETTINGS=<empty> <empty> GENERATED_NORMAL_ENTITY_MULT COATED_TEXTURE_RES SSS_SNOW_ICE BLUE_SCREEN ALTERNATIVE_AMETHYST_STYLE FROGLIGHT_SATURATION [END_ROD_SETTINGS] SMOKE_PARTICLE_OPACITY WATER_CAULDRON_COLOR_OVERRIDE MIRROR_TINTED_GLASS_OPAQUE
            screen.PORTAL_SETTINGS=<empty> <empty> NETHER_PORTAL_VARIATION BIOME_COLORED_NETHER_PORTALS NETHER_PORTAL_NOISE <empty> END_PORTAL_VARIATION END_PORTAL_BEAM
            screen.END_ROD_SETTINGS=<empty> <empty> END_ROD_COLOR_PROFILE <empty> RAINBOW_END_ROD_COORD_OFFSET END_ROD_RAINBOW_ANIMATE <empty> <empty> END_ROD_R END_ROD_I END_ROD_G <empty> END_ROD_B
                screen.EMISSIVE_MATERIALS=<empty> <empty> EMISSION_MULTIPLIER <empty> <empty> <empty> [EMISSIVE_FLOWERS_SETTINGS] [IPBR_REDSTONE] [MISC_EMISSIVE_SETTINGS]
                    screen.EMISSIVE_FLOWERS_SETTINGS=<empty> <empty> EMISSIVE_FLOWERS EMISSIVE_FLOWERS_TYPE EMISSIVE_FLOWERS_STRENGTH EMISSIVE_SPRING_FLOWERS
                    screen.IPBR_REDSTONE=<empty> <empty> REDSTONE_IPBR <empty> <empty> <empty> REDSTONE_IPBR_R REDSTONE_IPBR_I REDSTONE_IPBR_G <empty> REDSTONE_IPBR_B
                    screen.MISC_EMISSIVE_SETTINGS=<empty> <empty> SITUATIONAL_ORES GLOWING_EMERALD_BLOCK GLOWING_RAW_BLOCKS EMISSIVE_ENCHANTING_TABLE BEACON_BEAM_EMISSION SITUATIONAL_GLOWING_TRIMS GLOWING_WART GLOWING_NETHER_TREES EMISSIVE_DRAGON_EGG EMISSIVE_SOUL_SAND END_CRYSTAL_EMISSION
            screen.WATER=<empty> <empty> SHADER_WATER <empty> <empty> <empty> PIXEL_WATER DARKER_DEPTH_OCEANS PIXELATED_WATER_REFLECTIONS UNDERWATER_DISTORTION_STRENGTH FRESNEL_MULTIPLIER WATER_GENERATED_NORMALS COMP_WATER_TWEAKS CLEAR_WATER_SPOTS WATER_CAUSTIC_STRENGTH BLOCKLIGHT_CAUSTICS
            screen.LAVA_SETTINGS=<empty> <empty> LAVA_VARIATION LAVA_NOISE_INTENSITY LAVA_NOISE_AMOUNT LAVA_TEMPERATURE WAVIER_LAVA LAVA_EMISSION LAVA_EDGE_EFFECT
        screen.CAMERA=<empty> <empty> [CAMERA_EFFECTS] [TONEMAP_SETTINGS_EUPHORIA] <empty> <empty> [WATERMARK_SETTINGS] LONG_EXPOSURE COLOR_MULTIPLIER_COMPARISON [DOF_SETTINGS] [SCREEN_BORDER] [LENS_FLARE_SETTINGS]
            screen.TONEMAP_SETTINGS_EUPHORIA=<empty> <empty> tonemap [TONEMAP_SETTINGS_EUPHORIA_SPECIFIC] TONEMAP_COMPARISON <empty> tonemap_left tonemap_right <empty> <empty> [COLORGRADING_SETTINGS] TM_EXPOSURE T_UPPER_CURVE T_LOWER_CURVE T_SATURATION T_VIBRANCE
                screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=<empty> <empty> [ACES] [AGX_SETTINGS] [BSL_SETTINGS]
                    screen.ACES=<empty> <empty> ACES_EXPOSURE ACES_WHITE ACES_BRIGHTNESS_ROLLOFF
                    screen.AGX_SETTINGS=<empty> <empty> AGX_LOOK <empty> AGX_R AGX_G AGX_B AGX_POWER AGX_SATURATION
                    screen.BSL_SETTINGS=<empty> <empty> TM_WHITE_CURVE
            screen.CAMERA_EFFECTS=<empty> <empty> [RETRO_SETTINGS] [PIXELATE_SCREEN_SETTINGS] [HALFTONE_SETTINGS] [SPEED_LINES_SETTINGS] [CAMERA_NOISE_OVERLAY_SETTINGS]
                screen.RETRO_SETTINGS=<empty> <empty> RETRO_ON <empty> <empty> <empty> RETRO_LOOK RETRO_LOOK_I [STATIC_NOISE_SETTINGS] RETRO_LOOK_R [HORIZONTAL_NOISE_SETTINGS] RETRO_LOOK_G [VERTICAL_SCREEN_DISPLACEMENT_SETTINGS] RETRO_LOOK_B [SCANLINE_SETTINGS]
                    screen.STATIC_NOISE_SETTINGS=<empty> <empty> STATIC_NOISE STATIC_SPEED MIN_STATIC_STRENGTH MAX_STATIC_STRENGTH
                    screen.HORIZONTAL_NOISE_SETTINGS=<empty> <empty> HORIZONTAL_NOISE <empty> HORIZONTAL_NOISE_INTENSITY HORIZONTAL_NOISE_SPEED
                    screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=<empty> <empty> VERTICAL_SCREEN_DISPLACEMENT VERTICAL_EDGE_GLITCH VERTICAL_SCROLL_SPEED VERTICAL_STUTTER_SPEED VERTICAL_SCROLL_FREQUENCY VERTICAL_STUTTER_FREQUENCY
                    screen.SCANLINE_SETTINGS=<empty> <empty> SCANLINE SCANLINE_FREQUENCY SCANLINE_SPEED SCANLINE_AMOUNT SCANLINE_NEW_DIRECTION SCANLINE_NEW_MONOCHROME SCANLINE_R SCANLINE_G SCANLINE_B
                screen.HALFTONE_SETTINGS=<empty> <empty> HALFTONE HALFTONE_MONOCHROME HALFTONE_BRIGHTNESS HALFTONE_SCALE HALFTONE_ANGLE
                screen.SPEED_LINES_SETTINGS=<empty> <empty> SPEED_LINES SPEED_LINES_TRANSPARENCY SPEED_LINES_SPEED SPEED_LINE_THICKNESS
                screen.CAMERA_NOISE_OVERLAY_SETTINGS=<empty> <empty> CAMERA_NOISE_OVERLAY CAMERA_NOISE_OVERLAY_INTENSITY
                screen.PIXELATE_SCREEN_SETTINGS=<empty> <empty> PIXELATED_SCREEN_SIZE PIXELATED_SCREEN_SMOOTHNESS COLOR_LEVELS POSTERIZE_STRENGTH [DITHERING_SETTINGS] [PALETTE_SETTINGS]
                    screen.DITHERING_SETTINGS=<empty> <empty> SCREEN_DITHERING <empty> SCREEN_DITHER_AMOUNT SCREEN_DITHER_I
                    screen.PALETTE_SETTINGS=<empty> <empty> <empty> <empty> PALETTE_SWAP <empty> PALETTE1R PALETTE1G PALETTE1B PALETTE2R PALETTE2G PALETTE2B PALETTE3R PALETTE3G PALETTE3B PALETTE4R PALETTE4G PALETTE4B PALETTE5R PALETTE5G PALETTE5B PALETTE6R PALETTE6G PALETTE6B <empty> USE_TEXTURE_PALETTE
                    screen.PALETTE_SETTINGS.columns=3
            screen.SCREEN_BORDER=<empty> <empty> [LETTERBOX_SETTINGS] CURVE_DISPLAY SCREEN_ROUNDNESS CURVATURE_AMOUNT BORDER_AMOUNT [GRID_SETTINGS]
                screen.LETTERBOX_SETTINGS=<empty> <empty> LETTERBOXING ASPECT_RATIO EXCLUDE_ENTITIES LETTERBOXING_TRANSPARENCY
                screen.GRID_SETTINGS=<empty> <empty> MAIN_GRID_INTERVAL SUB_GRID_INTERVAL GRID_CONDITION
            screen.WATERMARK_SETTINGS=<empty> <empty> WATERMARK WATERMARK_SIZE
            screen.DOF_SETTINGS=<empty> <empty> WORLD_BLUR DOF_SNEAKING WB_DOF_I WB_DOF_FOCUS [DOF_SHAPE_SETTINGS] WB_CHROMATIC TILT_SHIFT TILT_SHIFT2 DOF_VIEW_FOCUS_NEW2
                screen.DOF_SHAPE_SETTINGS=<empty> <empty> DOF_SHAPE DOF_POLYGON_SAMPLES DOF_POLYGON_RINGS DOF_SHAPE_ROTATION_DEGREES
            screen.LENS_FLARE_SETTINGS=<empty> <empty> LENSFLARE_MODE LENSFLARE_I LENS_FLARE_SHAPE LENS_FLARE_SHAPE_ROTATION ANAMORPHIC_LENS_FLARE
        screen.FUN=<empty> <empty> [WORLD_CURVATURE_SETTINGS] MIRROR_DIMENSION RADIOACTIVE_ATMOSPHERIC_FOG REFLECTIVE_WORLD WAVE_EVERYTHING EMIN_BOAT MONOTONE_WORLD ATLAS_ROTATION BAD_APPLE LET_THERE_BE_COLORS RENKO_CUT GLITTER_RAIN SHOCKWAVE DELTARUNE_BATTLE_BACKGROUND [RANDOM_BLOCKLIGHT_SETTINGS] ENTITIES_ARE_LIGHT
            screen.WORLD_CURVATURE_SETTINGS=<empty> <empty> WORLD_CURVATURE <empty> <empty> <empty> OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE
            screen.RANDOM_BLOCKLIGHT_SETTINGS=<empty> <empty> RANDOM_BLOCKLIGHT RANDOM_BLOCKLIGHT_SIZE
        screen.POPULAR_SETTINGS=<profile2> <empty> COLORED_LIGHTING MCBL_MAIN_DEFINE LAVA_VARIATION RAIN_ATMOSPHERE END_CRYSTAL_VORTEX DRAGON_DEATH_EFFECT END_PORTAL_BEAM AURORA_COLOR_PRESET AURORA_INFLUENCE NIGHT_DESATURATION SEASONS PIXELATED_UNBOUND_CLOUDS <empty> <empty> <empty> [POPULAR_SETTINGS_2]
            screen.POPULAR_SETTINGS_2=<empty> <empty> INTERACTIVE_FOLIAGE SHOOTING_STARS PIXEL_WATER PIXELATED_WATER_REFLECTIONS SOUL_SAND_VALLEY_OVERHAUL DIRECTIONAL_LIGHTMAP_NORMALS STAR_SIZE TWINKLING_STARS NO_RAIN_ABOVE_CLOUDS WAVIER_LAVA LAVA_EDGE_EFFECT END_CENTER_LIGHTING <empty> <empty> <empty> [POPULAR_SETTINGS_3]
            screen.POPULAR_SETTINGS_3=<empty> <empty> BIOME_COLORED_NETHER_PORTALS BLOCKLIGHT_CAUSTICS END_TWINKLING_STARS NETHER_NOISE CLEAR_SKY_WHEN_RAINING GLOWING_WART END_STAR_AMOUNT PURPLE_END_FIRE END_SMOKE CAVE_SMOKE SSS_SNOW_ICE
        screen.EP_VERSION=<empty> info17 info18 <empty> info0
        screen.EP_VERSION.columns=1
        screen.MODDED_SETTINGS=<empty> <empty> [PHOTONICS_SETTINGS] [DISTANT_HORIZONS_SETTINGS] [MODDED_SKYBOX_SETTINGS] END_SKY_FOG_INFLUENCE
            screen.PHOTONICS_SETTINGS=<empty> <empty> PHOTONICS_LIGHTING_MODE PHOTONICS_MAX_LIGHTS [PHOTONICS_SETTINGS_BASIC] [PHOTONICS_SETTINGS_RESTIR] <empty> <empty> PHOTONICS_RENDER_SCALE PHOTONICS_INDIRECT_INTENSITY PHOTONICS_ALPHA_MODE PHOTONICS_VANILLA_LIGHT_FALLBACK PHOTONICS_MAX_ALLOWED_DISTANCE PHOTONICS_AMBIENT_LIGHT_MULT PHOTONICS_ENCHANTING_GLINT_STRENGTH XLIGHT_I COLORED_CANDLE_LIGHT PHOTONICS_SEPARATE_HANDHELD_RAYS
                screen.PHOTONICS_SETTINGS_BASIC=<empty> <empty> PHOTONICS_LIGHTING_MODE PHOTONICS_MAX_SAMPLES PHOTONICS_PIXELATED_SHADOWS
                screen.PHOTONICS_SETTINGS_RESTIR=<empty> <empty> PHOTONICS_LIGHTING_MODE <empty> PHOTONICS_RESTIR_INITIAL_SAMPLES PHOTONICS_RESTIR_SOFT_SHADOWS PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES PHOTONICS_RESTIR_SPATIAL_REUSE_RADIUS PHOTONICS_RESTIR_ACCUMULATION_FRAMES PHOTONICS_RESTIR_DENOISER_PASSES PHOTONICS_RESTIR_FLICKER_FIRE PHOTONICS_COMBINED_GI
                screen.MODDED_SKYBOX_SETTINGS=<empty> <empty> CUSTOM_SKY_SUPPORT CUSTOM_SKY_MOD_SUPPORT
            screen.DISTANT_HORIZONS_SETTINGS=<empty> <empty> DISTANT_HORIZONS_SSAO DH_BLENDING

# Set Sliders
    sliders=shadowDistance BLOOM_STRENGTH CLOUD_ALT1 CLOUD_ALT2 TM_EXPOSURE TM_CONTRAST T_SATURATION T_VIBRANCE MOTION_BLURRING_STRENGTH NORMAL_MAP_STRENGTH CUSTOM_EMISSION_INTENSITY IMAGE_SHARPENING SUN_ANGLE ATM_FOG_MULT ATM_FOG_DISTANCE ATM_FOG_ALTITUDE CAVE_LIGHTING GR_RR GR_RG GR_RB GR_RC GR_GR GR_GG GR_GB GR_GC GR_BR GR_BG GR_BB GR_BC POM_DEPTH POM_QUALITY POM_DISTANCE WATER_BUMPINESS WATER_BUMP_SMALL WATER_BUMP_MED WATER_BUMP_BIG WATER_SPEED_MULT WATER_SIZE_MULT WATER_REFRACTION_INTENSITY SELECT_OUTLINE_I SELECT_OUTLINE_R SELECT_OUTLINE_G SELECT_OUTLINE_B LIGHT_NOON_R LIGHT_NOON_G LIGHT_NOON_B LIGHT_NOON_I ATM_NOON_R ATM_NOON_G ATM_NOON_B ATM_NOON_I LIGHT_MORNING_R LIGHT_MORNING_G LIGHT_MORNING_B LIGHT_MORNING_I ATM_MORNING_R ATM_MORNING_G ATM_MORNING_B ATM_MORNING_I LIGHT_NIGHT_R LIGHT_NIGHT_G LIGHT_NIGHT_B LIGHT_NIGHT_I ATM_NIGHT_R ATM_NIGHT_G ATM_NIGHT_B ATM_NIGHT_I LIGHT_RAIN_R LIGHT_RAIN_G LIGHT_RAIN_B LIGHT_RAIN_I ATM_RAIN_R ATM_RAIN_G ATM_RAIN_B ATM_RAIN_I LIGHT_NETHER_R LIGHT_NETHER_G LIGHT_NETHER_B LIGHT_NETHER_I ATM_NETHER_R ATM_NETHER_G ATM_NETHER_B ATM_NETHER_I LIGHT_END_R LIGHT_END_G LIGHT_END_B LIGHT_END_I ATM_END_R ATM_END_G ATM_END_B ATM_END_I WORLD_OUTLINE_I AMBIENT_MULT GENERATED_NORMAL_MULT COATED_TEXTURE_MULT LIGHTSHAFT_DAY_I LIGHTSHAFT_NIGHT_I LIGHTSHAFT_RAIN_I WATERCOLOR_R WATERCOLOR_G WATERCOLOR_B WATER_FOAM_I WATER_ALPHA_MULT WATER_FOG_MULT UNDERWATERCOLOR_R UNDERWATERCOLOR_G UNDERWATERCOLOR_B GLOWING_ORE_MULT SSAO_I VANILLAAO_I CHROMA_ABERRATION XLIGHT_R XLIGHT_G XLIGHT_B NIGHT_NEBULA_I WEATHER_TEX_OPACITY NETHER_STORM_LOWER_ALT NETHER_STORM_HEIGHT NETHER_STORM_I CLOUD_UNBOUND_AMOUNT CLOUD_UNBOUND_SIZE_MULT CLOUD_UNBOUND_RAIN_ADD CLOUD_SPEED_MULT WB_DOF_I WB_DOF_FOCUS WB_DB_DAY_I WB_DB_NIGHT_I WB_DB_RAIN_I WB_DB_WATER_I WB_DB_NETHER_I WB_DB_END_I WAVING_SPEED WAVING_I MOON_PHASE_FULL MOON_PHASE_PARTIAL MOON_PHASE_DARK LENSFLARE_I SHADOW_SMOOTHING BLOCKLIGHT_FLICKERING NETHER_VIEW_LIMIT CLOUD_R CLOUD_G CLOUD_B WAVING_I_RAIN_MULT COLORED_LIGHT_FOG_I XLIGHT_I COLORED_LIGHT_SATURATION PIXEL_SCALE TM_DARK_DESATURATION TM_WHITE_PATH NIGHT_STAR_AMOUNT FXAA_TAA_INTERACTION FXAA_STRENGTH LIGHTSHAFT_SUNSET_SATURATION XLIGHT_CURVE END_BEAM_INTENSITY END_BEAM_CENTER_ALT END_BEAM_HEIGHT END_STAR_INTENSITY GENERATED_NORMAL_RES \
    AURORA_UP_R AURORA_DOWN_R AURORA_UP_G AURORA_DOWN_G AURORA_UP_B AURORA_DOWN_B AURORA_UP_I AURORA_DOWN_I AURORA_SIZE AURORA_DRAW_DISTANCE CLOUD_STRETCH STAR_BRIGHTNESS UNDERWATER_DISTORTION_STRENGTH CLOUD_TRANSPARENCY COATED_TEXTURE_RES OVERWORLD_BEAMS_INTENSITY BEAMS_AMBIENT_INFLUENCE OW_BEAM_R_NEW OW_BEAM_G_NEW OW_BEAM_B_NEW RANDOM_BLOCKLIGHT_SIZE CAVE_FOG_R_NEW CAVE_FOG_G_NEW CAVE_FOG_B_NEW CAVE_FOG_I CAVE_FOG_DENSITY ATMOSPHERIC_FOG_R_NEW ATMOSPHERIC_FOG_G_NEW ATMOSPHERIC_FOG_B_NEW ATMOSPHERIC_FOG_I ATMOSPHERIC_FOG_DENSITY BORDER_FOG_DISTANCE_OVERWORLD BORDER_FOG_DENSITY_OVERWORLD BORDER_FOG_DISTANCE_NETHER BORDER_FOG_DENSITY_NETHER BORDER_FOG_DISTANCE_END BORDER_FOG_DENSITY_END STAR_SIZE FRESNEL_MULTIPLIER END_STAR_BRIGHTNESS END_STAR_SIZE E_SKY_COLORR_NEW E_SKY_COLORG_NEW E_SKY_COLORB_NEW E_SKY_COLORI E_BEAM_I E_BEAMS_AMBIENT_INFLUENCE E_BEAM_R_NEW E_BEAM_G_NEW E_BEAM_B_NEW E_DRAGON_BEAM_R_NEW E_DRAGON_BEAM_G_NEW E_DRAGON_BEAM_B_NEW E_DRAGON_BEAM_I SILHOUETTE_BRIGHTNESS OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE NETHER_BRIGHTNESS END_ROD_R END_ROD_G END_ROD_B END_ROD_I REDSTONE_IPBR_R REDSTONE_IPBR_G REDSTONE_IPBR_B REDSTONE_IPBR_I ASPECT_RATIO ACES_WHITE ACES_EXPOSURE ACES_BRIGHTNESS_ROLLOFF LAVA_TEMPERATURE SNOW_SIZE SNOW_NOISE_INTENSITY SNOW_TRANSPARENCY SEASON_COLOR_DESATURATION END_AMBIENT_INFLUENCE END_AMBIENT_R_NEW END_AMBIENT_G_NEW END_AMBIENT_B_NEW END_AMBIENT_I SEASON_LENGTH SEASON_TRANSITION_START MELTING_RADIUS MCBL_INFLUENCE RAINBOW_CLOUD AURORA_CLOUD_INFLUENCE_INTENSITY AURORA_TERRAIN_INFLUENCE_INTENSITY RETRO_LOOK_R RETRO_LOOK_G RETRO_LOOK_B RETRO_LOOK_I CURVATURE_AMOUNT BORDER_AMOUNT STATIC_NOISE SCREEN_ROUNDNESS MIN_STATIC_STRENGTH MAX_STATIC_STRENGTH STATIC_SPEED HORIZONTAL_NOISE HORIZONTAL_NOISE_INTENSITY HORIZONTAL_NOISE_SPEED VERTICAL_EDGE_GLITCH VERTICAL_SCROLL_SPEED VERTICAL_STUTTER_SPEED VERTICAL_SCROLL_FREQUENCY VERTICAL_STUTTER_FREQUENCY SCANLINE SCANLINE_FREQUENCY SCANLINE_SPEED SCANLINE_AMOUNT SCANLINE_R SCANLINE_G SCANLINE_B EMISSION_MULTIPLIER HALFTONE_BRIGHTNESS HALFTONE_SCALE HALFTONE_ANGLE LAVA_EMISSION LAVA_NOISE_INTENSITY AGX_R AGX_G AGX_B AGX_POWER SNOW_NOISE_REMOVE_INTENSITY MOSS_NOISE_REMOVE_INTENSITY MOSS_TRANSPARENCY MOSS_NOISE_INTENSITY MOSS_SIZE SAND_NOISE_REMOVE_INTENSITY SAND_TRANSPARENCY SAND_NOISE_INTENSITY SAND_SIZE SAND_SIDE_INTENSITY MOSS_SIDE_INTENSITY SPEED_LINES_TRANSPARENCY SPEED_LINES_SPEED SPEED_LINE_THICKNESS CAMERA_NOISE_OVERLAY_INTENSITY LETTERBOXING_TRANSPARENCY MAIN_GRID_INTERVAL SUB_GRID_INTERVAL LAVA_NOISE_AMOUNT EYE_FREQUENCY EYE_SPEED EYE_RED_PROBABILITY END_ROD_RAINBOW_ANIMATE LESS_LEAVES AUTUMN_NOISE_SIZE FLOWER_DENSITY SUMMER_STRENGTH SPRING_GREEN_INTENSITY FLOWER_AMOUNT FLOWER_SIZE TILT_SHIFT TILT_SHIFT2 WATERMARK_SIZE HAND_BLOCKLIGHT_FLICKERING CLOUD_RENDER_DISTANCE NIGHT_CLOUD_UNBOUND_REMOVE MOSS_NOISE_DISTANCE SAND_NOISE_DISTANCE WINTER_GREEN_AMOUNT END_SKY_FOG_INFLUENCE SUN_GLARE_AMOUNT MOON_GLARE_AMOUNT WEATHER_TEX_R WEATHER_TEX_G WEATHER_TEX_B BEACON_BEAM_EMISSION DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH LOWER_LIGHTMAP_CURVE UPPER_LIGHTMAP_CURVE AGX_SATURATION AUTUMN_STRENGTH TWINKLING_STARS END_TWINKLING_STARS STAR_ROUNDNESS_OW STAR_ROUNDNESS_END STAR_SOFTNESS_OW STAR_SOFTNESS_END STAR_COLOR_VARIATION_OW STAR_COLOR_1_OW_R STAR_COLOR_1_OW_G STAR_COLOR_1_OW_B STAR_COLOR_2_OW_R STAR_COLOR_2_OW_G STAR_COLOR_2_OW_B STAR_COLOR_3_OW_R STAR_COLOR_3_OW_G STAR_COLOR_3_OW_B STAR_COLOR_VARIATION_END STAR_COLOR_1_END_R STAR_COLOR_1_END_G STAR_COLOR_1_END_B STAR_COLOR_2_END_R STAR_COLOR_2_END_G STAR_COLOR_2_END_B STAR_COLOR_3_END_R STAR_COLOR_3_END_G STAR_COLOR_3_END_B EMISSIVE_FLOWERS_STRENGTH NIGHT_CAVE_DESATURATION NIGHT_DESATURATION_OW NIGHT_DESATURATION_NETHER NIGHT_DESATURATION_END PURKINJE_RENDER_DISTANCE_FADE PURKINJE_RENDER_DISTANCE_FADE_NETHER PURKINJE_RENDER_DISTANCE_FADE_END GENERATED_NORMAL_ENTITY_MULT END_CRYSTAL_EMISSION ACT_ORE_INTENSITY MOON_PHASE_FULL_PURKINJE MOON_PHASE_PARTIAL_PURKINJE MOON_PHASE_DARK_PURKINJE CLOUD_UNBOUND_LAYER2_ALTITUDE CLOUD_UNBOUND_LAYER2_HEIGHT CLOUD_UNBOUND_LAYER2_SIZE CLOUD_UNBOUND_LAYER2_AMOUNT CLOUD_LAYER2_SPEED_MULT WATER_CAUSTIC_STRENGTH ROUGHNESS_MULTIPLIER ROUGHNESS_INTENSITY SHADOW_SATURATION END_SUN_ANGLE SMOKE_PARTICLE_OPACITY SHOOTING_STARS_SIZE SHOOTING_STARS_SPEED SHOOTING_STARS_CHANCE SHOOTING_STARS_COUNT SHOOTING_STARS_LINE_THICKNESS SHOOTING_STARS_TRAIL_LENGTH NEBULA_R_1 NEBULA_G_1 NEBULA_B_1 NEBULA_R_2 NEBULA_G_2 NEBULA_B_2 NEBULA_R_3 NEBULA_G_3 NEBULA_B_3 PIXELATED_NEBULA NEBULA_ZOOM_LEVEL NEBULA_AMOUNT NEBULA_PATTERN_WARP NEBULA_HORIZON_STRENGTH CLOUD_SHADOW_UNBOUND_SIZE DARKER_DEPTH_OCEANS DISTANCE_MIN_LIGHT END_CENTER_LIGHTING END_CENTER_LIGHTING_R END_CENTER_LIGHTING_G END_CENTER_LIGHTING_B RAIN_FADE_TIMER NETHER_HEAT_DISTORTION_SCALE NETHER_HEAT_DISTORTION_SPEED NETHER_HEAT_DISTORTION NEBULA_STAR_BRIGHTNESS NEBULA_STAR_SIZE NEBULA_STAR_AMOUNT NEBULA_SATURATION DOF_POLYGON_SAMPLES DOF_POLYGON_RINGS DOF_SHAPE_ROTATION_DEGREES LENS_FLARE_SHAPE_ROTATION ANAMORPHIC_LENS_FLARE TM_WHITE_CURVE T_UPPER_CURVE T_LOWER_CURVE CLOUD_NARROWNESS CLOUD_SHADING_AMOUNT CLOUD_LIGHT_MULTIPLIER CLOUD_AMBIENT_MULTIPLIER RANDOM_AURORA AURORA_NOISE_SCALE AURORA_PATTERN_WARP AURORA_SATURATION AURORA_COLOR_MIX_POWER COLORED_LIGHT_FOG_RAIN_I PIXELATED_SCREEN_SIZE PIXELATED_SCREEN_SMOOTHNESS COLOR_LEVELS POSTERIZE_STRENGTH PALETTE1R PALETTE1G PALETTE1B PALETTE2R PALETTE2G PALETTE2B PALETTE3R PALETTE3G PALETTE3B PALETTE4R PALETTE4G PALETTE4B PALETTE5R PALETTE5G PALETTE5B PALETTE6R PALETTE6G PALETTE6B SCREEN_DITHER_AMOUNT SCREEN_DITHER_I CLOUD_REIMAGINED_LAYER2_HEIGHT CLOUD_UNBOUND_LAYER2_TRANSPARENCY CLOUD_REIMAGINED_LAYER2_TRANSPARENCY BLOOD_MOON PHOTONICS_MAX_SAMPLES PHOTONICS_MAX_LIGHTS PHOTONICS_RESTIR_INITIAL_SAMPLES PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES PHOTONICS_RESTIR_SPATIAL_REUSE_RADIUS PHOTONICS_RESTIR_ACCUMULATION_FRAMES PHOTONICS_RESTIR_DENOISER_PASSES PHOTONICS_VANILLA_LIGHT_FALLBACK PHOTONICS_ENCHANTING_GLINT_STRENGTH PHOTONICS_RESTIR_FLICKER_FIRE PHOTONICS_INDIRECT_INTENSITY PHOTONICS_RENDER_SCALE CLOUD_SHADOW_STRENGTH CLOUD_SHADOW_FADE_DISTANCE PHOTONICS_AMBIENT_LIGHT_MULT PIXELATED_UNBOUND_CLOUDS END_BEAM_DISTANCE_MULTIPLIER END_BEAM_SCALE END_BEAM_HEIGHT END_BEAM_POW END_BEAM_DIRECTION_BIAS END_BEAM_CENTER_ALT RAIN_TEX_OPACITY_MULTIPLIER SNOW_TEX_OPACITY_MULTIPLIER END_BEAM_FLASH_HEIGHT_MULTIPLIER END_BEAM_FLASH_POW_MULTIPLIER END_BEAM_FLASH_NARROWNESS END_FLASH_SHADOW END_BEAM_SPEED END_BEAM_FOG_BLEND PHOTONICS_MAX_ALLOWED_DISTANCE CLOUD_NIGHT_AMBIENT_MULTIPLIER CLOUD_NIGHT_LIGHT_MULTIPLIER

# Special Define Handling
    # Needed to disable colored lighting related code in shaders.properties
    #ifdef MC_OS_MAC
        #define COLORED_LIGHTING 0
        #define END_CRYSTAL_VORTEX 0
        #define DRAGON_DEATH_EFFECT 0
        #undef END_PORTAL_BEAM
    #endif
    #ifndef IS_IRIS
        #define COLORED_LIGHTING 0
        #define END_CRYSTAL_VORTEX 0
        #define DRAGON_DEATH_EFFECT 0
        #undef END_PORTAL_BEAM
    #endif

# Pipeline Settings
    oldHandLight = false
    oldLighting = false
    separateAo = true
    underwaterOverlay = false
    vignette = false
    beacon.beam.depth = true
    rain.depth = false
    particles.ordering = mixed

    #ifdef WORLD_CURVATURE
        # frustum.culling=false # Currently disabled due to issues with particles not rendering
        shadow.culling=false
    #endif

# Program Settings
    alphaTest.gbuffers_weather=GREATER 0.0001
    alphaTest.gbuffers_skytextured=GREATER 0.0001
    alphaTest.gbuffers_skybasic=GREATER 0.0001
    alphaTest.gbuffers_water=GREATER 0.0001
    alphaTest.gbuffers_beaconbeam=GREATER 0.0001
    alphaTest.gbuffers_damagedblock=GREATER 0.004
    alphaTest.gbuffers_spidereyes=GREATER 0.0001
    alphaTest.gbuffers_clouds=GREATER 0.0001

# Link Programs to Options
    # Note: Old Optifine seems to always treat "#if INT_DEFINE == X" checks as "#if 0 == X" so treat 0 as the default behaviour
    # This quirk doesn't apply to "enabled=DEFINE" checks. Those work fine as long as the define is a boolean.
    #if SHADOW_QUALITY == -1
        program.world0/shadow.enabled=false
        program.world-1/shadow.enabled=false
        program.world1/shadow.enabled=false
    #endif
    #if FXAA_DEFINE == -1 || FXAA_STRENGTH == -1
        program.world0/composite7.enabled=false
        program.world-1/composite7.enabled=false
        program.world1/composite7.enabled=false
    #endif
    #if COLORED_LIGHTING == 0
        program.world0/shadowcomp.enabled=false
        program.world-1/shadowcomp.enabled=false
        program.world1/shadowcomp.enabled=false
    #endif
    #if (END_CRYSTAL_VORTEX == 0 && DRAGON_DEATH_EFFECT == 0) || !defined IS_IRIS || defined MC_OS_MAC
        program.world1/prepare.enabled=false
    #endif
    #if !defined END_PORTAL_BEAM || !defined IS_IRIS || defined MC_OS_MAC
        program.world0/prepare.enabled=false
    #endif
    #ifndef RENKO_CUT
        program.world0/composite8.enabled=false
        program.world-1/composite8.enabled=false
        program.world1/composite8.enabled=false
    #endif
    #if LONG_EXPOSURE == 0
        program.world0/composite9.enabled=false
        program.world-1/composite9.enabled=false
        program.world1/composite9.enabled=false
    #endif

# Photonics Settings
    #if defined PHOTONICS && PHOTONICS_VERSION >= 301 && PHOTONICS_LIGHTING_MODE > 0 && !defined MC_OS_MAC && defined IS_IRIS
        #if PHOTONICS_LIGHTING_MODE == 1
            #define PHOTONICS_LIGHTING_MODE_INTERNAL BASIC
        #elif PHOTONICS_LIGHTING_MODE == 2
            #define PHOTONICS_LIGHTING_MODE_INTERNAL RESTIR
        #endif

        photonics.supported=true
        photonics.enabled=true
        photonics.alphaMode=PHOTONICS_ALPHA_MODE
        photonics.maxLights=PHOTONICS_MAX_LIGHTS
        photonics.maxSamples=PHOTONICS_MAX_SAMPLES
        photonics.lightingMode=PHOTONICS_LIGHTING_MODE_INTERNAL
        photonics.renderScale=PHOTONICS_RENDER_SCALE

        #if PHOTONICS_INDIRECT_INTENSITY == 0
            photonics.enableGi=false
        #else
            photonics.enableGi=true
        #endif

        #if HELD_LIGHTING_MODE < 1 && PHOTONICS_VERSION >= 302
            photonics.enableHandheldLight=false
        #endif

        #if PHOTONICS_MAX_LIGHTS == 0 && !defined PHOTONICS_COMBINED_GI
            photonics.enableBlockLight=false
        #endif

        #if PHOTONICS_LIGHTING_MODE == 2 && defined PHOTONICS_COMBINED_GI
            photonics.restirCombinedGi=true
        #endif

        #ifndef PHOTONICS_SEPARATE_HANDHELD_RAYS
        photonics.useSeparateHandheldRays = false
        #endif

        size.buffer.colortex9 = PHOTONICS_RENDER_SCALE PHOTONICS_RENDER_SCALE

        photonics.enchantmentGlintStrength=PHOTONICS_ENCHANTING_GLINT_STRENGTH

        photonics.restirInitialSamples=PHOTONICS_RESTIR_INITIAL_SAMPLES
        photonics.restirSpatialReuseSamples=PHOTONICS_RESTIR_SPATIAL_REUSE_SAMPLES
        photonics.restirSpatialReuseRadius=PHOTONICS_RESTIR_SPATIAL_REUSE_RADIUS
        photonics.restirAccumulationFrames=PHOTONICS_RESTIR_ACCUMULATION_FRAMES
        photonics.restirDenoiserPasses=PHOTONICS_RESTIR_DENOISER_PASSES

        #ifndef PHOTONICS_RESTIR_SOFT_SHADOWS
            photonics.restirSoftShadows=false
        #endif
    #else
        photonics.supported=false
        photonics.enabled=false
        program.world0/gbuffers_voxels.enabled=false
        program.world-1/gbuffers_voxels.enabled=false
        program.world1/gbuffers_voxels.enabled=false
        program.world0/shadow_voxels.enabled=false
        program.world-1/shadow_voxels.enabled=false
        program.world1/shadow_voxels.enabled=false
    #endif

# Miscellaneous
    # Feature Flags
    iris.features.optional = CUSTOM_IMAGES SSBO BLOCK_EMISSION_ATTRIBUTE FADE_VARIABLE

    #if defined IRIS_FEATURE_BLOCK_EMISSION_ATTRIBUTE || defined IS_ANGELICA
        # Check for block emission attribute to detect Iris 1.7 and above because the ref-res causes an error in 1.6.10 and below
        size.buffer.colortex1 = REFLECTION_RES REFLECTION_RES
        size.buffer.colortex7 = REFLECTION_RES REFLECTION_RES
    #endif

    # Disable alpha blending for purkinje effect
    #if defined IS_IRIS || defined IS_ANGELICA || MC_VERSION >= 11600
        blend.gbuffers_spidereyes.colortex6=off
        blend.gbuffers_water.colortex6=off
        blend.gbuffers_entities.colortex6=off
        blend.gbuffers_entities_glowing.colortex6=off
        blend.gbuffers_hand.colortex6=off
        blend.gbuffers_terrain.colortex6=off
        blend.gbuffers_textured.colortex6=off
        blend.gbuffers_basic.colortex6=off
        blend.gbuffers_block.colortex6=off
        blend.deferred.colortex6=off
        blend.gbuffers_beaconbeam.colortex6=off
        blend.gbuffers_clouds.colortex6=off
        blend.gbuffers_armor_glint.colortex6=off
        blend.gbuffers_skytextured.colortex6=off
        blend.gbuffers_entities_translucent.colortex6=off

        blend.gbuffers_skytextured.colortex2=off

        blend.gbuffers_hand.colortex9=off
        blend.gbuffers_hand.colortex10=off
    #endif

    #if defined EUPHORIA_PATCHES_MOD_INSTALLED && !defined CURRENT_EUPHORIA_PATCHES_DIMENSION_END
        #define SHOULD_DISABLE_ENTITY_SHADOWS (ENTITY_SHADOW == -1)
    #else
        #define SHOULD_DISABLE_ENTITY_SHADOWS (ENTITY_SHADOW == -1 && END_CRYSTAL_VORTEX == 0 && DRAGON_DEATH_EFFECT == 0)
    #endif

    #if SHOULD_DISABLE_ENTITY_SHADOWS
        shadowBlockEntities = false
        shadowEntities = false
        #if PLAYER_SHADOW == 1
            shadowPlayer = true
        #endif
    #endif
    #if ENTITY_SHADOW == 1
        shadowBlockEntities = false
    #endif
    #if PLAYER_SHADOW == -1
        shadowPlayer = false
    #endif

    #ifdef DISTANT_HORIZONS
        blend.dh_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA
        blend.gbuffers_water=SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA
        dhShadow.enabled = false
        dhClouds = off
    #endif

    #if CLOUD_STYLE_DEFINE != 50
        clouds=off
    #endif

    #if IMPROVED_RAIN_DEFINE == 1 && !defined MC_OS_MAC && MC_VERSION >= 11605
        blend.gbuffers_weather.colortex12=off
    #endif

    blend.gbuffers_water.colortex4=off
    blend.gbuffers_water.colortex8=off

    supportsColorCorrection=true
    breaksAnisotropy = true

    #if COLORED_LIGHTING > 0 || END_CRYSTAL_VORTEX > 0
        shadow.culling = reversed
    #endif

    #if END_FLASH_SHADOW > 0 && defined IS_IRIS && MC_VERSION >= 12109
        endFlashShadows=true
    #endif

    #if END_CRYSTAL_VORTEX > 0 || DRAGON_DEATH_EFFECT > 0 || defined END_PORTAL_BEAM
        image.endcrystal_img = endcrystal_sampler red_integer r32i int false false 40 10
    #endif

    #if COLORED_LIGHTING > 0
        voxelizeLightBlocks = false
        #if COLORED_LIGHTING == 128
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 128 64 128
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 128 64 128
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 128 64 128
        #elif COLORED_LIGHTING == 192
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 192 96 192
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 192 96 192
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 192 96 192
        #elif COLORED_LIGHTING == 256
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 256 128 256
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 256 128 256
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 256 128 256
        #elif COLORED_LIGHTING == 384
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 384 192 384
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 384 192 384
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 384 192 384
        #elif COLORED_LIGHTING == 512
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 512 256 512
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 512 256 512
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 512 256 512
        #elif COLORED_LIGHTING == 768
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 768 256 768
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 768 256 768
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 768 256 768
        #elif COLORED_LIGHTING == 1024
            image.voxel_img = voxel_sampler red_integer r16ui unsigned_int true false 1024 256 1024
            image.floodfill_img = floodfill_sampler rgba rgba16f half_float false false 1024 256 1024
            image.floodfill_img_copy = floodfill_sampler_copy rgba rgba16f half_float false false 1024 256 1024
        #endif

        #if RAIN_PUDDLES > 0
            image.puddle_img = puddle_sampler red_integer r8ui unsigned_int true false 128 128
        #endif

        #if WORLD_SPACE_REFLECTIONS > 0
            #if COLORED_LIGHTING < 512
                image.wsr_img = wsr_sampler red_integer r16ui unsigned_int true false COLORED_LIGHTING 64 COLORED_LIGHTING
            #else
                image.wsr_img = wsr_sampler red_integer r16ui unsigned_int true false 512 64 512
            #endif

            #if COLORED_LIGHTING < 512
                #if COLORED_LIGHTING == 128
                    bufferObject.0 = 50855936
                    image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 32 16 32
                #elif COLORED_LIGHTING == 192
                    bufferObject.0 = 114229248
                    image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 48 16 48
                #elif COLORED_LIGHTING == 256
                    bufferObject.0 = 202899456
                    image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 64 16 64
                #elif COLORED_LIGHTING == 384
                    bufferObject.0 = 456130560
                    image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 96 16 96
                #endif
            #else
                bufferObject.0 = 810549248
                image.wsr_lod_img = wsr_lod_sampler red_integer r8ui unsigned_int true false 128 16 128
            #endif

            #if WORLD_SPACE_PLAYER_REF == 1
                bufferObject.3 = 5376
                image.playerAtlas_img = playerAtlas_sampler RGBA rgba8 unsigned_byte false false 64 64
            #endif
        #endif

        #ifdef LEAVES_ON_GROUND
            image.leaves_img = leaves_sampler red_integer r8ui unsigned_int true false 128 128 128
        #endif

    #endif

# Custom Textures
    texture.noise=lib/textures/noise.png
    #if CLOUD_TEXTURE == 0
        texture.deferred.colortex3 = lib/textures/cloud-water.png
        texture.gbuffers.gaux4 = lib/textures/cloud-water.png
    #elif CLOUD_TEXTURE == 1
        texture.deferred.colortex3 = lib/textures/clouds_minecrafty-water.png
        texture.gbuffers.gaux4 = lib/textures/clouds_minecrafty-water.png
    #else
        texture.deferred.colortex3 = lib/textures/cloud-water-old.png
        texture.gbuffers.gaux4 = lib/textures/cloud-water-old.png
    #endif

    #if WORLD_SPACE_REFLECTIONS > 0
        customTexture.textureAtlas = minecraft:textures/atlas/blocks.png
        #ifdef CLOUD_SHADOWS
            customTexture.cloudWaterTex=lib/textures/cloud-water.png
        #endif
    #endif

    customTexture.epWatermark=lib/textures/euphoria_patches.png

    #if USE_TEXTURE_PALETTE == 1
        texture.composite.depthtex2=palettes/palette1.png
    #elif USE_TEXTURE_PALETTE == 2
        texture.composite.depthtex2=palettes/palette2.png
    #elif USE_TEXTURE_PALETTE == 3
        texture.composite.depthtex2=palettes/palette3.png
    #elif USE_TEXTURE_PALETTE == 4
        texture.composite.depthtex2=palettes/palette4.png
    #elif USE_TEXTURE_PALETTE == 5
        texture.composite.depthtex2=palettes/palette5.png
    #elif USE_TEXTURE_PALETTE == 6
        texture.composite.depthtex2=palettes/palette6.png
    #elif USE_TEXTURE_PALETTE == 7
        texture.composite.depthtex2=palettes/palette7.png
    #elif USE_TEXTURE_PALETTE == 8
        texture.composite.depthtex2=palettes/palette8.png
    #elif USE_TEXTURE_PALETTE == 9
        texture.composite.depthtex2=palettes/palette9.png
    #elif USE_TEXTURE_PALETTE == 10
        texture.composite.depthtex2=palettes/palette10.png
    #endif

# Custom Uniforms
    uniform.float.framemod2 = frameCounter % 2
    uniform.float.framemod4 = frameCounter % 4
    uniform.float.framemod8 = frameCounter % 8
    uniform.float.framemod600 = frameCounter % 600

    uniform.float.isEyeInCave = if(isEyeInWater == 0, 1.0 - smooth(202, if(eyeAltitude < 5.0, eyeBrightness.y / 240.0, 1.0), 6, 12), 0.0)

    uniform.float.inDry = smooth(101, if(in(biome_precipitation, 0), 1, 0), 20, 10)
    uniform.float.inRainy = smooth(102, if(in(biome_precipitation, 1), 1, 0), 20, 10)
    uniform.float.inSnowy = smooth(103, if(in(biome_precipitation, 2), 1, 0), 20, 10)

    variable.float.difX = cameraPosition.x - previousCameraPosition.x
    variable.float.difY = cameraPosition.y - previousCameraPosition.y
    variable.float.difZ = cameraPosition.z - previousCameraPosition.z
    variable.float.difSum = abs(difX) + abs(difY) + abs(difZ)
    variable.float.moving = if(difSum > 0.0 && difSum < 1.0, 1, 0)

    uniform.float.frameTimeSmooth = smooth(5, frameTime, 5, 5)
    uniform.float.eyeBrightnessM = smooth(4, eyeBrightness.y / 240.0, 5, 5)
    uniform.float.eyeBrightnessM2 = smooth(4, if(eyeBrightness.y > 239.0, 1, 0), 2, 2)
    #if IRIS_VERSION >= 10800
    uniform.float.rainFactor = smooth(1, rainStrength, RAIN_FADE_TIMER, RAIN_FADE_TIMER)
    #else
    uniform.float.rainFactor = smooth(1, rainStrength, 3, 3)
    #endif

    #if MC_VERSION >= 11600
    uniform.float.inNetherWastes = smooth(50, if(in(biome, BIOME_NETHER_WASTES), 1, 0), 15, 15)
    uniform.float.inCrimsonForest = smooth(51, if(in(biome, BIOME_CRIMSON_FOREST), 1, 0), 15, 15)
    uniform.float.inWarpedForest = smooth(52, if(in(biome, BIOME_WARPED_FOREST), 1, 0), 15, 15)
    uniform.float.inBasaltDeltas = smooth(53, if(in(biome, BIOME_BASALT_DELTAS), 1, 0), 15, 15)
    uniform.float.inSoulValley = smooth(54, if(in(biome, BIOME_SOUL_SAND_VALLEY), 1, 0), 15, 15)
    #endif

    #if MC_VERSION >= 12104
    uniform.float.inPaleGarden = smooth(54, if(in(biome, BIOME_PALE_GARDEN), 1, 0), 15, 15)
    #endif

    uniform.float.maxBlindnessDarkness=max(blindness, darknessFactor)

    #if MC_VERSION >= 12109 && defined IS_IRIS
    variable.float.endFlashFactor0=min(endFlashIntensity, 0.5) * 2.0
    variable.float.endFlashFactor1=smooth(55, endFlashFactor0, 1, 10)
    uniform.float.endFlashIntensityM=if(endFlashFactor0 > endFlashFactor1, sqrt(endFlashFactor0), endFlashFactor1)
    #endif

    uniform.float.isSneaking = smooth(200, if(is_sneaking, 1.0, 0.0), 2.0, 0.5)
    uniform.float.isSprinting = smooth(201, if(is_sprinting, 1.0, 0.0), 15.0, 0.5)
    uniform.vec2.viewSize  = vec2(viewWidth, viewHeight)
    uniform.vec2.texelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight)
    uniform.float.inLushCave = smooth(203, if(in(biome, BIOME_LUSH_CAVES), 1, 0), 15, 15)
    uniform.float.inSand = smooth(204, if(biome_category == CAT_DESERT || biome_category == CAT_BEACH, 1, 0), 15, 15)
    uniform.float.inRedSand = smooth(205, if(biome_category == CAT_MESA, 1, 0), 15, 15)
    # Thanks to sixthsurge for optifine lightning detection! Breaks in some modded biomes/datapacks
    uniform.float.lightningFlashOptifine = smooth(206, if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.2)
    uniform.float.inForest = smooth(206, if(biome_category == CAT_FOREST, 1, 0), 15, 15)
    uniform.float.shaderStart = smooth(207, frameCounter, 0, 100000000000000.0)
    variable.float.shaderStartV = smooth(211, if(frameCounter > 500, 1, 0), 0, 100000000000000.0)
    uniform.float.shaderStartSmooth = smooth(208, shaderStartV, 20, 20)
    variable.float.moved = smooth(2, if(shaderStartV > 0.999, moving, 0), 0, 100000000000000.0)
    uniform.float.starter = smooth(3, if(shaderStartV > 0.999, moved, 0), 20, 20)
    uniform.float.inVanillaEnd = smooth(209, if(biome == BIOME_THE_END || biome == BIOME_SMALL_END_ISLANDS || biome == BIOME_END_MIDLANDS || biome == BIOME_END_HIGHLANDS || biome == BIOME_END_BARRENS, 1, 0), 15, 15)
    uniform.float.isShockwave = smooth(210, if(is_sneaking, 1.0, 0.0), 5.0, 0.2)
    uniform.float.eyeBrightnessXM = smooth(212, eyeBrightness.x / 240.0, 5, 5)
    uniform.float.eyeBrightnessXM2 = smooth(213, if(eyeBrightness.x > 239.0, 1, 0), 2, 2)

    variable.float.trapWater = if(isEyeInWater == 1, 100000000000000.0, 0.0)
    variable.float.trapEyeAltitude = smooth(if(eyeBrightness.y < 224.0, 61.9, eyeAltitude - 1), trapWater, trapWater)
    uniform.float.waterAltitude = if(isEyeInWater != 1, 61.9, trapEyeAltitude)

    uniform.float.inJungle = smooth(214, if(biome_category == CAT_JUNGLE, 1, 0), 15, 15)

    uniform.bool.isOnGround = is_on_ground

    #if IRIS_VERSION >= 10800
    uniform.float.thunderFactor = smooth(1, thunderStrength, RAIN_FADE_TIMER, RAIN_FADE_TIMER)
    #else
    uniform.float.thunderFactor = smooth(1, thunderStrength, 3, 3)
    #endif

    #if defined PHOTONICS && PHOTONICS_VERSION >= 301 && PHOTONICS_LIGHTING_MODE > 0 && !defined MC_OS_MAC && defined IS_IRIS
    variable.float.photonicsReady = if(phFirstBuildTime > 0, 1, 0)
    uniform.float.photonicsMasterTimer = smooth(216, photonicsReady, 15, 15)

    variable.float.trapCameraPosition = if(max(abs(cameraPositionInt.x), abs(cameraPositionInt.z)) > 30000, 100000000000000.0, 0.0)
    variable.float.trapFrameCounter = smooth(frameTimeCounter, trapCameraPosition, trapCameraPosition)
    uniform.float.photonicsOutsideRange = smooth(217, if(frameTimeCounter - trapFrameCounter > 6, 1, 0), 3, 1)
    #endif
