#Profiles
    profile.POTATO   = !REALTIME_SHADOWS SHADOW_QUALITY=0 shadowDistance=64.0  !ENTITY_SHADOWS WATER_QUALITY=1 WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 !FXAA DETAIL_QUALITY=0 CLOUD_QUALITY=1 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.VERYLOW  =  REALTIME_SHADOWS SHADOW_QUALITY=0 shadowDistance=64.0  !ENTITY_SHADOWS WATER_QUALITY=1 WATER_REFLECT_QUALITY=1 BLOCK_REFLECT_QUALITY=0 LIGHTSHAFT_QUALI_DEFINE=0 SSAO_QUALI_DEFINE=2 !FXAA DETAIL_QUALITY=0 CLOUD_QUALITY=1 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.MEDIUM   =  REALTIME_SHADOWS SHADOW_QUALITY=1 shadowDistance=128.0 !ENTITY_SHADOWS WATER_QUALITY=2 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=1 LIGHTSHAFT_QUALI_DEFINE=1 SSAO_QUALI_DEFINE=2  FXAA DETAIL_QUALITY=2 CLOUD_QUALITY=2 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.HIGH     =  REALTIME_SHADOWS SHADOW_QUALITY=2 shadowDistance=192.0 !ENTITY_SHADOWS WATER_QUALITY=2 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2  FXAA DETAIL_QUALITY=2 CLOUD_QUALITY=2 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.VERYHIGH =  REALTIME_SHADOWS SHADOW_QUALITY=3 shadowDistance=224.0 !ENTITY_SHADOWS WATER_QUALITY=3 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=3 SSAO_QUALI_DEFINE=2  FXAA DETAIL_QUALITY=3 CLOUD_QUALITY=3 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.ULTRA    =  REALTIME_SHADOWS SHADOW_QUALITY=4 shadowDistance=256.0  ENTITY_SHADOWS WATER_QUALITY=3 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=3 LIGHTSHAFT_QUALI_DEFINE=4 SSAO_QUALI_DEFINE=2  FXAA DETAIL_QUALITY=3 CLOUD_QUALITY=3 AURORA_COLOR_PRESET=0 !GLOWING_WART !TWINKLING_STARS !SITUATIONAL_ORES !BIOME_COLORED_NETHER_PORTALS !NETHER_NOISE !BLOCKLIGHT_FLICKER LAVA_VARIATION=0 !RAIN_ATMOSPHERE !REDSTONE_IPBR tonemap=DoBSLTonemap !INTERACTIVE_FOLIAGE !INTENSE_DEEP_DARK !MULTICOLORED_BLOCKLIGHT !SSS_SNOW_ICE !AURORA_INFLUENCE !BEDROCK_NOISE !WAVIER_LAVA WATER_STYLE_DEFINE=-1 !NIGHT_NEBULA !WAVING_LEAVES !EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=0 !LESS_LAVA_FOG HAND_SWAYING=0 CLOUD_DIRECTION=1 NORMAL_RES=128 GENERATED_NORMAL_MULT=100 !GENERATED_NORMALS !MORE_STARS_OVERWORLD NIGHT_NEBULA_I=100 SEASONS=0 CLOUD_STYLE_DEFINE=-1 SNOW_CONDITION=2 STAR_SIZE=1.0 STAR_BRIGHTNESS=1.0 !SOUL_SAND_VALLEY_OVERHAUL !NO_RAIN_ABOVE_CLOUDS !MOON_PHASE_INF_LIGHT !CLEAR_SKY_WHEN_RAINING !MOSS_NOISE !SAND_NOISE
    profile.EUPHORIA =  REALTIME_SHADOWS SHADOW_QUALITY=2 shadowDistance=192.0 !ENTITY_SHADOWS WATER_QUALITY=2 WATER_REFLECT_QUALITY=2 BLOCK_REFLECT_QUALITY=2 LIGHTSHAFT_QUALI_DEFINE=2 SSAO_QUALI_DEFINE=2  FXAA DETAIL_QUALITY=2 CLOUD_QUALITY=2 AURORA_COLOR_PRESET=2  GLOWING_WART  TWINKLING_STARS  SITUATIONAL_ORES  BIOME_COLORED_NETHER_PORTALS  NETHER_NOISE  BLOCKLIGHT_FLICKER LAVA_VARIATION=1  RAIN_ATMOSPHERE  REDSTONE_IPBR tonemap=LottesTonemap INTERACTIVE_FOLIAGE  INTENSE_DEEP_DARK  MULTICOLORED_BLOCKLIGHT  SSS_SNOW_ICE  AURORA_INFLUENCE  BEDROCK_NOISE  WAVIER_LAVA WATER_STYLE_DEFINE=2   NIGHT_NEBULA  WAVING_LEAVES  EMISSIVE_REDSTONE_BLOCK RAIN_PUDDLES=1  LESS_LAVA_FOG HAND_SWAYING=1 CLOUD_DIRECTION=2 NORMAL_RES=512 GENERATED_NORMAL_MULT=400  GENERATED_NORMALS  MORE_STARS_OVERWORLD NIGHT_NEBULA_I=150 SEASONS=4 CLOUD_STYLE_DEFINE=3  SNOW_CONDITION=1 STAR_SIZE=0.5 STAR_BRIGHTNESS=2.0  SOUL_SAND_VALLEY_OVERHAUL  NO_RAIN_ABOVE_CLOUDS  MOON_PHASE_INF_LIGHT  CLEAR_SKY_WHEN_RAINING  MOSS_NOISE  SAND_NOISE

#Screen Setup
    screen=<empty> <empty> [INFORMATION] SHADER_STYLE <profile> RP_MODE <empty> <empty> [PERFORMANCE_SETTINGS] [CAMERA_SETTINGS] [LIGHTING_SETTINGS] [ATMOSPHERE_SETTINGS] [MATERIAL_SETTINGS] [OTHER_SETTINGS] <empty> <empty> [EUPHORIA_SETTINGS]

    screen.INFORMATION=<empty> <empty> info0 <empty> <empty> <empty> info1 info2 info3 info4 info5 info8 info9 info10
    
    screen.PERFORMANCE_SETTINGS=<empty> <empty> <profile> <empty> <empty> <empty> REALTIME_SHADOWS shadowDistance SHADOW_QUALITY ENTITY_SHADOWS DETAIL_QUALITY CLOUD_QUALITY WATER_QUALITY LIGHTSHAFT_QUALI_DEFINE WATER_REFLECT_QUALITY BLOCK_REFLECT_QUALITY FXAA SSAO_QUALI_DEFINE

    screen.MATERIAL_SETTINGS=<empty> <empty> [IPBR_SETTINGS] [CUSTOM_PBR_SETTINGS] <empty> <empty> [WATER_SETTINGS] RAIN_PUDDLES [WAVING_SETTINGS]
        screen.IPBR_SETTINGS=<empty> <empty> GENERATED_NORMALS COATED_TEXTURES GENERATED_NORMAL_MULT COATED_TEXTURE_MULT ENTITY_GN_AND_CT <empty> <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> FANCY_GLASS GREEN_SCREEN_LIME
        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_RAIN <empty> <empty> <empty> WAVING_SPEED WAVING_I NO_WAVING_INDOORS
    screen.CAMERA_SETTINGS=<empty> <empty> [TONEMAP_SETTINGS] [WORLD_BLUR_SETTINGS] BLOOM BLOOM_STRENGTH VIGNETTE_R IMAGE_SHARPENING UNDERWATER_DISTORTION CHROMA_ABERRATION MOTION_BLURRING MOTION_BLURRING_STRENGTH LENSFLARE LENSFLARE_I
        screen.TONEMAP_SETTINGS=<empty> <empty> T_EXPOSURE TM_WHITE_CURVE T_UPPER_CURVE T_LOWER_CURVE T_SATURATION T_VIBRANCE <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.ATMOSPHERE_SETTINGS=<empty> <empty> [ATM_COLOR_SETTINGS] [CLOUD_SETTINGS] [FOG_SETTINGS] [NETHER_SETTINGS] SUN_MOON_STYLE_DEFINE SUN_ANGLE SUN_MOON_HORIZON RAINBOWS AURORA_STYLE_DEFINE AURORA_CONDITION NIGHT_NEBULA NIGHT_NEBULA_I NIGHT_STAR_AMOUNT WEATHER_TEX_OPACITY
        screen.CLOUD_SETTINGS=<empty> <empty> CLOUD_STYLE_DEFINE <empty> <empty> <empty> CLOUD_ALT1 CLOUD_SPEED_MULT CLOUD_CLOSED_AREA_CHECK CLOUD_SHADOWS <empty> <empty> [CLOUD_UNBOUND_SETTINGS] [CLOUD_REIMAGINED_SETTINGS]
            screen.CLOUD_UNBOUND_SETTINGS=<empty> <empty> CLOUD_UNBOUND_AMOUNT CLOUD_UNBOUND_SIZE_MULT
            screen.CLOUD_REIMAGINED_SETTINGS=<empty> <empty> DOUBLE_REIM_CLOUDS CLOUD_ALT2
        screen.FOG_SETTINGS=<empty> <empty> BORDER_FOG CAVE_FOG <empty> <empty> ATM_FOG_MULT ATM_FOG_DISTANCE ATM_FOG_ALTITUDE <empty> <empty> <empty> LIGHTSHAFT_BEHAVIOUR LIGHTSHAFT_DAY_I LIGHTSHAFT_NIGHT_I LIGHTSHAFT_RAIN_I
        screen.NETHER_SETTINGS=<empty> <empty> NETHER_STORM NETHER_STORM_I NETHER_STORM_LOWER_ALT NETHER_STORM_HEIGHT <empty> <empty> NETHER_COLOR_MODE
        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_COLOR_SETTINGS] [MOON_PHASE_INF_SETTINGS] HELD_LIGHTING_MODE MINIMUM_LIGHT_MODE SSAO_I VANILLAAO_I PIXEL_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_COLOR_SETTINGS=<empty> <empty> XLIGHT_R XLIGHT_G XLIGHT_B
        screen.MOON_PHASE_INF_SETTINGS=<empty> <empty> MOON_PHASE_INF_LIGHT MOON_PHASE_INF_REFLECTION <empty> <empty> MOON_PHASE_FULL MOON_PHASE_PARTIAL MOON_PHASE_DARK
    screen.OTHER_SETTINGS=<empty> <empty> [SELECT_OUTLINE_SETTINGS] [WORLD_OUTLINE_SETTINGS] HAND_SWAYING SHOW_LIGHT_LEVEL REDUCE_CLOSE_PARTICLES LESS_LAVA_FOG SNOWY_WORLD <empty> <empty> <empty> <empty> <empty> <empty> <empty> COLOR_CODED_PROGRAMS
        screen.SELECT_OUTLINE_SETTINGS=<empty> <empty> SELECT_OUTLINE <empty> SELECT_OUTLINE_I SELECT_OUTLINE_R SELECT_OUTLINE_G SELECT_OUTLINE_B
        screen.WORLD_OUTLINE_SETTINGS=<empty> <empty> WORLD_OUTLINE WORLD_OUTLINE_THICKNESS WORLD_OUTLINE_I <empty> <empty> <empty> DARK_OUTLINE DARK_OUTLINE_THICKNESS

#Euphoria Patches
	screen.EUPHORIA_SETTINGS=<empty> <empty> [ATMOSPHERE] [WORLD] [MATERIALS] [CAMERA] [FUN]
        screen.ATMOSPHERE=<empty> <empty> [AURORA_SETTINGS] [CLOUDS] [END_SKY] <empty> MORE_STARS_OVERWORLD TWINKLING_STARS STAR_BRIGHTNESS STAR_SIZE CLEAR_SKY_WHEN_RAINING
            screen.CLOUDS=<empty> <empty> [CLOUD_REIMAGINED_SETTINGS_EUPHORIA] CLOUD_TRANSPARENCY CLOUD_DIRECTION FASTER_RAIN_CLOUDS RAINBOW_CLOUD NO_RAIN_ABOVE_CLOUDS
                screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=<empty> <empty> CLOUD_MINECRAFT_TEXTURE CLOUD_STRETCH
            screen.AURORA_SETTINGS=<empty> <empty> [AURORA_COLOR_SETTINGS] AURORA_INFLUENCE AURORA_CLOUD_INFLUENCE_INTENSITY AURORA_TERRAIN_INFLUENCE_INTENSITY <empty> <empty> AURORA_UP_I AURORA_SIZE AURORA_DOWN_I AURORA_DRAW_DISTANCE
                screen.AURORA_COLOR_SETTINGS=<empty> <empty> AURORA_COLOR_PRESET RGB_AURORA <empty> <empty> 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> <empty> <empty> E_SKY_COLORR E_SKY_COLORI E_SKY_COLORG <empty> E_SKY_COLORB
                screen.END_BEAMS_SETTINGS=<empty> <empty> END_BEAMS BEAMS_NEAR_PLAYER <empty> <empty> E_BEAMS_AMBIENT_INFLUENCE <empty> E_BEAM_I E_DRAGON_BEAM_I <empty> <empty> E_BEAM_R E_DRAGON_BEAM_R E_BEAM_G E_DRAGON_BEAM_G E_BEAM_B E_DRAGON_BEAM_B
                screen.END_STAR=<empty> <empty> END_STARS MORE_STARS_END <empty> <empty> END_STAR_BRIGHTNESS END_STAR_SIZE END_STAR_AMOUNT END_TWINKLING_STARS
        screen.WORLD=<empty> <empty> DAYLIGHT_CYCLE_COMPAT [WORLD_CURVATURE_SETTINGS] <empty> <empty> [OVERWORLD_WORLD] [NETHER_WORLD] [END_WORLD] [BLOCKLIGHT] [FLOOR_NOISE] BEDROCK_NOISE
            screen.WORLD_CURVATURE_SETTINGS=<empty> <empty> WORLD_CURVATURE <empty> <empty> <empty> OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE
            screen.OVERWORLD_WORLD=<empty> <empty> [OVERWORLD_BEAM] [FOG] <empty> <empty> [SEASON] <empty> <empty> <empty> NIGHT_BRIGHTNESS RAIN_ATMOSPHERE SILHOUETTE SILHOUETTE_BRIGHTNESS INTENSE_DEEP_DARK
                screen.OVERWORLD_BEAM=<empty> <empty> OVERWORLD_BEAMS OVERWORLD_BEAMS_CONDITION <empty> <empty> OVERWORLD_BEAMS_INTENSITY BEAMS_AMBIENT_INFLUENCE <empty> <empty> OW_BEAM_R <empty> OW_BEAM_G <empty> OW_BEAM_B
                screen.FOG=<empty> <empty> [FOG_CAVE] [FOG_ATMOSPHERIC] [FOG_BORDER]
                    screen.FOG_CAVE=<empty> <empty> CAVE_FOG_R CAVE_FOG_I CAVE_FOG_G CAVE_FOG_DENSITY CAVE_FOG_B
                    screen.FOG_ATMOSPHERIC=<empty> <empty> ATMOSPHERIC_FOG <empty> <empty> <empty> ATMOSPHERIC_FOG_R ATMOSPHERIC_FOG_I ATMOSPHERIC_FOG_G ATMOSPHERIC_FOG_DENSITY ATMOSPHERIC_FOG_B
                    screen.FOG_BORDER=<empty> <empty> BORDER_FOG_DENSITY BORDER_FOG_DISTANCE
                #SEASON_LENGTH SEASON_TRANSITION_START
                screen.SEASON=<empty> <empty> SEASONS COLOR_DESATURATION <empty> <empty> [SNOWY]
                    screen.SNOWY=<empty> <empty> SNOW_CONDITION SNOW_NOISE_INTENSITY SNOW_SIZE SNOW_TRANSPARENCY MELTING_RADIUS SSS_SEASON_SNOW SNOW_NOISE_REMOVE_INTENSITY
            screen.END_WORLD=<empty> <empty> END_SMOKE [END_AMBIENT]
                screen.END_AMBIENT=<empty> <empty> END_AMBIENT_INFLUENCE <empty> <empty> <empty> END_AMBIENT_R END_AMBIENT_I END_AMBIENT_G <empty> END_AMBIENT_B
            screen.NETHER_WORLD=<empty> <empty> SOUL_SAND_VALLEY_OVERHAUL NETHER_NOISE NETHER_BRIGHTNESS
            screen.BLOCKLIGHT=<empty> <empty> MULTICOLORED_BLOCKLIGHT MCBL_INFLUENCE COLORED_CANDLES <empty> BLOCKLIGHT_FLICKER BLOCKLIGHT_FLICKER_STRENGTH <empty> <empty> RANDOM_BLOCKLIGHT RANDOM_BLOCKLIGHT_SIZE
            screen.FLOOR_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
                screen.SAND_NOISE_SETTINGS=<empty> <empty> SAND_NOISE SAND_CONDITION SAND_IN_CAVES SAND_ONLY_TOP SAND_NOISE_REMOVE_INTENSITY SAND_TRANSPARENCY SAND_NOISE_INTENSITY SAND_SIZE
        screen.MATERIALS=<empty> <empty> [EMISSIVE_MATERIALS] [WATER] [LAVA_SETTINGS] [END_ROD_SETTINGS] <empty> <empty> NETHER_PORTAL_VARIATION BIOME_COLORED_NETHER_PORTALS END_PORTAL_VARIATION [IPBR_REDSTONE] INTERACTIVE_FOLIAGE NORMAL_RES SSS_SNOW_ICE BLUE_SCREEN
            screen.EMISSIVE_MATERIALS=<empty> <empty> EMISSION_MULTIPLIER SITUATIONAL_ORES <empty> <empty> GLOWING_EMERALD_BLOCK GLOWING_WART GLOWING_NETHER_TREES FORCE_GLOWING_PARTICLES
            screen.WATER=<empty> <empty> SHADER_WATER <empty> <empty> <empty> UNDERWATER_DISTORTION_STRENGTH FRESNEL_MULTIPLIER WATER_GENERATED_NORMALS
            screen.IPBR_REDSTONE=<empty> <empty> REDSTONE_IPBR <empty> <empty> <empty> REDSTONE_IPBR_R REDSTONE_IPBR_I REDSTONE_IPBR_G <empty> REDSTONE_IPBR_B
            screen.LAVA_SETTINGS=<empty> <empty> LAVA_VARIATION LAVA_NOISE_INTENSITY LAVA_COLUMN_NOISE LAVA_TEMPERATURE WAVIER_LAVA LAVA_EMISSION
            screen.END_ROD_SETTINGS=<empty> <empty> END_ROD_COLOR_PROFILE <empty> <empty> <empty> END_ROD_R END_ROD_I END_ROD_G <empty> END_ROD_B
        screen.CAMERA=<empty> <empty> [CAMERA_EFFECTS] [TONEMAP_SETTINGS_EUPHORIA] <empty> <empty> [SCREEN_BORDER] <empty> <empty> <empty> WORLD_BLUR_SNEAK WATERMARK
            screen.TONEMAP_SETTINGS_EUPHORIA=<empty> <empty> tonemap [TONEMAP_SETTINGS_EUPHORIA_SPECIFIC] TONEMAP_COMPARISON <empty> tonemap_left tonemap_right <empty> <empty> T_EXPOSURE T_UPPER_CURVE T_LOWER_CURVE T_SATURATION T_VIBRANCE <empty> [COLORGRADING_SETTINGS]
                screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=<empty> <empty> [ACES] [AGX_SETTINGS]
                    screen.ACES=<empty> <empty> ACES_EXPOSURE ACES_WHITE
                    screen.AGX_SETTINGS=<empty> <empty> AGX_LOOK <empty> AGX_R AGX_G AGX_B AGX_POWER
            screen.CAMERA_EFFECTS=<empty> <empty> [RETRO_SETTINGS] [HALFTONE_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 [PIXELATE_SCREEN_SETTINGS] [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.PIXELATE_SCREEN_SETTINGS=<empty> <empty> PIXELATE_SCREEN PIXEL_SIZE_SCREEN
                    screen.SCANLINE_SETTINGS=<empty> <empty> SCANLINE SCANLINE_FREQUENCY SCANLINE_SPEED SCANLINE_AMOUNT SCANLINE_DIRECTION SCANLINE_MONOCHROME SCANLINE_R SCANLINE_G SCANLINE_B
                screen.HALFTONE_SETTINGS=<empty> <empty> HALFTONE HALFTONE_MONOCHROME HALFTONE_BRIGHTNESS HALFTONE_SCALE HALFTONE_ANGLE
            screen.SCREEN_BORDER=<empty> <empty> [LETTERBOX_SETTINGS] CURVE_DISPLAY SCREEN_ROUNDNESS CURVATURE_AMOUNT BORDER_AMOUNT
                screen.LETTERBOX_SETTINGS=<empty> <empty> LETTERBOXING ASPECT_RATIO EXCLUDE_ENTITIES
        screen.FUN=<empty> <empty> MIRROR_DIMENSION RADIOACTIVE_ATMOSPHERIC_FOG REFLECTIVE_WORLD WAVE_EVERYTHING EMIN_BOAT MONOTONE_WORLD ATLAS_ROTATION BAD_APPLE LET_THERE_BE_COLORS
        
#if WATERMARK == 1
    texture.composite.depthtex2=lib/textures/euphoria_patches.png
#endif

#Set Sliders
    sliders=shadowDistance BLOOM_STRENGTH CLOUD_ALT1 CLOUD_ALT2 T_EXPOSURE TM_WHITE_CURVE T_LOWER_CURVE T_UPPER_CURVE 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 MINIMUM_LIGHT_MODE 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_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 \
    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 NIGHT_BRIGHTNESS STAR_BRIGHTNESS UNDERWATER_DISTORTION_STRENGTH CLOUD_TRANSPARENCY NORMAL_RES OVERWORLD_BEAMS_INTENSITY BEAMS_AMBIENT_INFLUENCE OW_BEAM_R OW_BEAM_G OW_BEAM_B RANDOM_BLOCKLIGHT_SIZE CAVE_FOG_R CAVE_FOG_G CAVE_FOG_B CAVE_FOG_I CAVE_FOG_DENSITY ATMOSPHERIC_FOG_R ATMOSPHERIC_FOG_G ATMOSPHERIC_FOG_B ATMOSPHERIC_FOG_I ATMOSPHERIC_FOG_DENSITY BORDER_FOG_DISTANCE BORDER_FOG_DENSITY STAR_SIZE BLOCKLIGHT_FLICKER_STRENGTH FRESNEL_MULTIPLIER END_STAR_BRIGHTNESS END_STAR_SIZE E_SKY_COLORR E_SKY_COLORG E_SKY_COLORB E_SKY_COLORI E_BEAM_I E_BEAMS_AMBIENT_INFLUENCE E_BEAM_R E_BEAM_G E_BEAM_B E_DRAGON_BEAM_R E_DRAGON_BEAM_G E_DRAGON_BEAM_B E_DRAGON_BEAM_I SILHOUETTE_BRIGHTNESS OVERWORLD_CURVATURE_SIZE NETHER_CURVATURE_SIZE END_CURVATURE_SIZE NETHER_BRIGHTNESS RAIN_PARTICLE_TRANSPARENCY SNOW_PARTICLE_TRANSPARENCY 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 LAVA_TEMPERATURE SNOW_SIZE SNOW_NOISE_INTENSITY SNOW_TRANSPARENCY COLOR_DESATURATION END_AMBIENT_INFLUENCE END_AMBIENT_R END_AMBIENT_G END_AMBIENT_B 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 PIXEL_SIZE_SCREEN 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

#Pipeline Settings
    oldHandLight=false
    oldLighting=false
    separateAo=true
    underwaterOverlay=false
    vignette=false
    beacon.beam.depth=true
    rain.depth=false
    #ifndef ENTITY_SHADOWS
        shadowEntities = false
        shadowBlockEntities = false
        shadowPlayer = true
    #endif
    particles.ordering = mixed

#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

#Link Programs to Options
    program.world0/shadow.enabled=REALTIME_SHADOWS
    program.world-1/shadow.enabled=REALTIME_SHADOWS
    program.world1/shadow.enabled=REALTIME_SHADOWS
    program.world0/composite2.enabled=MOTION_BLURRING
    program.world-1/composite2.enabled=MOTION_BLURRING
    program.world1/composite2.enabled=MOTION_BLURRING
    program.world0/composite4.enabled=BLOOM
    program.world-1/composite4.enabled=BLOOM
    program.world1/composite4.enabled=BLOOM
    program.world0/composite7.enabled=FXAA
    program.world-1/composite7.enabled=FXAA
    program.world1/composite7.enabled=FXAA

#Custom Noise
    texture.noise=lib/textures/noise.png
    #ifdef CLOUD_MINECRAFT_TEXTURE
        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.png
        texture.gbuffers.gaux4 = lib/textures/cloud-water.png
    #endif

#Custom Uniforms
    uniform.float.framemod8 = frameCounter % 8
    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
    uniform.float.velocity = sqrt(difX*difX + difY*difY + difZ*difZ)
    variable.float.difSum = abs(difX) + abs(difY) + abs(difZ)
    variable.float.moving = if(difSum > 0.0 && difSum < 1.0, 1, 0)
    variable.float.moved = smooth(2, moving, 0, 31536000)
    uniform.float.starter = smooth(3, moved, 20, 20)

    uniform.float.frameTimeSmooth = smooth(5, frameTime, 5, 5)
    uniform.float.eyeBrightnessM = smooth(4, eyeBrightness.y / 240.0, 5, 5)
    uniform.float.rainFactor = smooth(1, rainStrength, 3, 3)

    uniform.float.inNetherWastes=smooth(50, if(in(biome, BIOME_NETHER_WASTES), 1, 0), 30, 30)
    uniform.float.inCrimsonForest=smooth(51, if(in(biome, BIOME_CRIMSON_FOREST), 1, 0), 30, 30)
    uniform.float.inWarpedForest=smooth(52, if(in(biome, BIOME_WARPED_FOREST), 1, 0), 30, 30)
    uniform.float.inBasaltDeltas=smooth(53, if(in(biome, BIOME_BASALT_DELTAS), 1, 0), 30, 30)
    uniform.float.inSoulValley=smooth(54, if(in(biome, BIOME_SOUL_SAND_VALLEY), 1, 0), 30, 30)
    uniform.float.inLushCave=smooth(55, if(in(biome, BIOME_LUSH_CAVES), 1, 0), 30, 30)
    uniform.float.inDesert=smooth(56, if(in(biome, BIOME_DESERT), 1, 0), 30, 30)
    uniform.float.inBeach=smooth(57, if(in(biome, BIOME_BEACH), 1, 0), 30, 30)
    uniform.float.inBadlands=smooth(58, if(in(biome, BIOME_BADLANDS), 1, 0), 30, 30)
    uniform.float.inErodedBadlands=smooth(59, if(in(biome, BIOME_ERODED_BADLANDS), 1, 0), 30, 30)
    uniform.float.inWoodedBadlands=smooth(60, if(in(biome, BIOME_WOODED_BADLANDS), 1, 0), 30, 30)

    uniform.vec3.skyColorSmooth=vec3(smooth(20, skyColor.r, 5, 5), smooth(21, skyColor.g, 5, 5), smooth(22, skyColor.b, 5, 5))
    #if defined IS_IRIS && defined RAIN_ATMOSPHERE && defined OVERWORLD
        uniform.float.lightning = smooth(6, lightningBoltPosition.w, 0, frameTime)
    #endif
    uniform.float.isSneaking=smooth(7, if(is_sneaking, 1.0, 0.0), 2.0, 0.5)
    uniform.vec2.viewSize  = vec2(viewWidth, viewHeight)
    uniform.vec2.texelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight)
