diff --git a/shaders/block.properties b/shaders/block.properties
index 040074d..3e36652 100644
--- a/shaders/block.properties
+++ b/shaders/block.properties
@@ -9,7 +9,7 @@
     ####### ----- SSS and waving ----- #######
 
         ##ground waving
-        block.10001 = minecraft:beetroots minecraft:potatoes minecraft:carrots minecraft:wheat minecraft:nether_wart minecraft:kelp minecraft:large_fern:half=upper minecraft:peony:half=upper minecraft:rose_bush:half=upper minecraft:lilac:half=upper  minecraft:crimson_roots  minecraft:nether_sprouts minecraft:warped_roots  minecraft:seagrass minecraft:tall_seagrass:half=upper minecraft:sunflower:half=upper minecraft:tall_grass:half=upper minecraft:wither_rose minecraft:lily_of_the_valley  minecraft:cornflower minecraft:sweet_berry_bush minecraft:oxeye_daisy minecraft:pink_tulip minecraft:white_tulip minecraft:orange_tulip minecraft:red_tulip minecraft:azure_bluet minecraft:allium minecraft:blue_orchid minecraft:poppy minecraft:dandelion  minecraft:dead_bush minecraft:oak_sapling minecraft:spruce_sapling minecraft:birch_sapling minecraft:jungle_sapling minecraft:acacia_sapling minecraft:dark_oak_sapling minecraft:fern 
+        block.10001 = minecraft:sunflower:half=upper minecraft:beetroots minecraft:potatoes minecraft:carrots minecraft:wheat minecraft:nether_wart minecraft:kelp minecraft:large_fern:half=upper minecraft:peony:half=upper minecraft:rose_bush:half=upper minecraft:lilac:half=upper  minecraft:crimson_roots  minecraft:nether_sprouts minecraft:warped_roots  minecraft:seagrass minecraft:tall_seagrass:half=upper minecraft:tall_grass:half=upper minecraft:wither_rose minecraft:lily_of_the_valley  minecraft:cornflower minecraft:sweet_berry_bush minecraft:oxeye_daisy minecraft:pink_tulip minecraft:white_tulip minecraft:orange_tulip minecraft:red_tulip minecraft:azure_bluet minecraft:allium minecraft:blue_orchid minecraft:poppy minecraft:dandelion  minecraft:dead_bush minecraft:oak_sapling minecraft:spruce_sapling minecraft:birch_sapling minecraft:jungle_sapling minecraft:acacia_sapling minecraft:dark_oak_sapling minecraft:fern 
 
         block.10009 = minecraft:grass
 
@@ -22,7 +22,7 @@
         block.10004 = minecraft:fern minecraft:packed_ice  minecraft:blue_ice minecraft:melon_stem minecraft:pumpkin_stem minecraft:attached_melon_stem minecraft:attached_pumpkin_stem  minecraft:lily_pad  
 
         ## weak
-        block.10006 = minecraft:grass_block:snowy=true minecraft:snow_block minecraft:snow powder_snow cobweb red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan  bamboo bamboo_sapling minecraft:tall_seagrass  minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass  minecraft:kelp_plant  minecraft:peony minecraft:rose_bush minecraft:lilac  minecraft:sunflower minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen  minecraft:melon minecraft:pumpkin  minecraft:big_dripleaf minecraft:big_dripleaf_stem  minecraft:cactus  minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block  
+        block.10006 = minecraft:grass_block:snowy=true minecraft:snow_block minecraft:snow powder_snow cobweb red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan  bamboo bamboo_sapling minecraft:tall_seagrass  minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass  minecraft:kelp_plant  minecraft:peony minecraft:rose_bush minecraft:lilac  minecraft:sunflower:half=lower minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen  minecraft:melon minecraft:pumpkin  minecraft:big_dripleaf minecraft:big_dripleaf_stem  minecraft:cactus  minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block  
 
 
         block.200 =  minecraft:white_wool minecraft:orange_wool minecraft:magenta_wool minecraft:light_blue_wool minecraft:yellow_wool minecraft:lime_wool minecraft:pink_wool minecraft:gray_wool minecraft:light_gray_wool minecraft:cyan_wool minecraft:purple_wool minecraft:blue_wool minecraft:brown_wool minecraft:green_wool minecraft:red_wool minecraft:black_wool minecraft:orange_carpet minecraft:magenta_carpet minecraft:light_blue_carpet minecraft:yellow_carpet minecraft:lime_carpet minecraft:pink_carpet minecraft:gray_carpet minecraft:light_gray_carpet minecraft:cyan_carpet minecraft:purple_carpet minecraft:blue_carpet minecraft:brown_carpet minecraft:green_carpet minecraft:red_carpet minecraft:black_carpet
diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh
index 57a51f9..bf9082e 100644
--- a/shaders/composite1.fsh
+++ b/shaders/composite1.fsh
@@ -862,7 +862,9 @@ void main() {
 
 	#ifdef POM
 		#ifdef Horrible_slope_normals
+
     		vec3 ApproximatedFlatNormal = normalize(cross(dFdx(p3), dFdy(p3))); // it uses depth that has POM written to it.
+
 			slopednormal = normalize(clamp(normal, ApproximatedFlatNormal*2.0 - 1.0, ApproximatedFlatNormal*2.0 + 1.0) );
 		#endif
 	#endif
@@ -1258,7 +1260,7 @@ void main() {
 
 		 waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));		
 	}
-
+	
 	////////////////////////////////////////////////////////////////////////////////////
 	////////////////////////////////	MISC EFFECTS	////////////////////////////////
 	////////////////////////////////////////////////////////////////////////////////////
diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh
index 2feae44..2ddf384 100644
--- a/shaders/dimensions/all_translucent.fsh
+++ b/shaders/dimensions/all_translucent.fsh
@@ -187,14 +187,14 @@ vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){
     float mult = min(min(maxLengths.x,maxLengths.y),maxLengths.z);
 
 
-    vec3 stepv = direction * mult / quality*vec3(RENDER_SCALE,1.0);
+    vec3 stepv = direction * mult / quality;
 
 
-	vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*dither;
+	vec3 spos = clipPosition+ stepv*dither;
 	float minZ = clipPosition.z;
 	float maxZ = spos.z+stepv.z*0.5;
 	
-	spos.xy += offsets[framemod8]*texelSize*0.5/RENDER_SCALE;
+	spos.xy += offsets[framemod8]*texelSize*0.5;
 
 	float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
     for (int i = 0; i <= int(quality); i++) {
@@ -203,10 +203,10 @@ vec3 rayTrace(vec3 dir,vec3 position,float dither, float fresnel, bool inwater){
 				float sp = sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4),0).w/65000.0);
 				sp = invLinZ(sp);
 
-         		if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
+         		if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy,sp);
 		#else
 			float sp = texelFetch2D(depthtex1,ivec2(spos.xy/texelSize),0).r;
-          	if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy/RENDER_SCALE,sp);
+          	if(sp <= max(maxZ,minZ) && sp >= min(maxZ,minZ)) return vec3(spos.xy,sp);
 	        
 
 		#endif
@@ -254,9 +254,9 @@ vec3 GGX (vec3 n, vec3 v, vec3 l, float r, vec3 F0) {
 
 /* RENDERTARGETS:2,7,11,14 */
 void main() {
-if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x  && gl_FragCoord.y * texelSize.y < RENDER_SCALE.y )	{
+if (gl_FragCoord.x * texelSize.x < 1.0  && gl_FragCoord.y * texelSize.y < 1.0 )	{
 	vec2 tempOffset = offsets[framemod8];
-	vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
+	vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
 
 	gl_FragData[0] = texture2D(texture, lmtexcoord.xy, Texture_MipMap_Bias) * color;
 	vec3 Albedo = toLinear(gl_FragData[0].rgb);
diff --git a/shaders/dimensions/all_translucent.vsh b/shaders/dimensions/all_translucent.vsh
index 437dee4..9fa4dc3 100644
--- a/shaders/dimensions/all_translucent.vsh
+++ b/shaders/dimensions/all_translucent.vsh
@@ -110,10 +110,7 @@ void main() {
 	viewVector = ( gl_ModelViewMatrix * Swtich_gl_vertex).xyz;
 	viewVector = normalize(tbnMatrix * viewVector);
 
-  	#ifdef TAA_UPSCALING
-		gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
-	#endif
 	#ifdef TAA
-	gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
+		gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
 	#endif
 }
diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh
index 06b0afd..6390521 100644
--- a/shaders/dimensions/composite1.fsh
+++ b/shaders/dimensions/composite1.fsh
@@ -26,6 +26,7 @@ uniform ivec2 eyeBrightnessSmooth;
 #include "/lib/color_transforms.glsl"
 #include "/lib/color_dither.glsl"
 #include "/lib/projections.glsl"
+#include "/lib/res_params.glsl"
 
 #ifdef END_SHADER
 	#include "/lib/end_fog.glsl"
@@ -99,7 +100,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
 void main() {
 /* DRAWBUFFERS:0 */
 
-	vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
+	vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
 	float z = texture2D(depthtex0,tc).x;
 	vec3 fragpos = toScreenSpace(vec3(tc,z));
 
diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh
index 7820a0f..c4906a5 100644
--- a/shaders/dimensions/final.fsh
+++ b/shaders/dimensions/final.fsh
@@ -119,8 +119,8 @@ void main() {
     vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
      abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
     float contrast = 1.0 - luma(std)/5.0;
-    col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast)
-          - (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
+    col = col*(1.0+(SHARPENING)*contrast)
+          - (SHARPENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
   #endif
 
   float lum = luma(col);
diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh
index c917247..99a24d8 100644
--- a/shaders/gbuffers_all_solid.vsh
+++ b/shaders/gbuffers_all_solid.vsh
@@ -342,7 +342,7 @@ void main() {
 		// #endif
 		// #endif
 
-		if ((mc_Entity.x == 10001 || mc_Entity.x == 10009 && istopv) && abs(position.z) < 64.0) {
+		if ((mc_Entity.x == 10001 || mc_Entity.x == 10009) && istopv && abs(position.z) < 64.0) {
     		vec3 worldpos = mat3(gbufferModelViewInverse) * position + gbufferModelViewInverse[3].xyz + cameraPosition;
 			worldpos.xyz += calcMovePlants(worldpos.xyz)*lmtexcoord.w - cameraPosition;
     		position = mat3(gbufferModelView) * worldpos + gbufferModelView[3].xyz;
diff --git a/shaders/lib/nether_fog.glsl b/shaders/lib/nether_fog.glsl
index 5699734..0dca5f6 100644
--- a/shaders/lib/nether_fog.glsl
+++ b/shaders/lib/nether_fog.glsl
@@ -74,23 +74,25 @@ vec4 GetVolumetricFog(
 		vec3 progress = start.xyz + d*dV;
 		vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
 
-		// do main lighting
-		float Density = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
+		float densityVol = cloudVol(progressW) * pow(exp(max(progressW.y-65,0.0) / -15),2);
+		float density = min(densityVol,0.019);
 
-		float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(max(30 - progressW.y,0.0) / -10.0),0,1);
+
+		float fireLight = cloudVol(progressW - vec3(0,1,0)) * clamp(exp(abs(progressW.y-30) / -1),0,1);
 
 		vec3 vL0 = vec3(1.0,0.4,0.2) * exp(fireLight * -25) * exp(max(progressW.y-30,0.0) / -10) * 25;
-		vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(Density * -1)) / 10 ;
-
+		vL0 += vec3(0.8,0.8,1.0) * (1.0 - exp(densityVol * -1)) / 10 ;
+	
 		
 		// do background fog lighting	
-		float Air = 0.01;
+		float AirDensity = 0.01;
 		vec3 vL1 = fogcolor / 20.0;
+;
 
-		vL += (vL1 - vL1*exp(-Air*dd*dL)) * absorbance;
-		vL += (vL0 - vL0*exp(-Density*dd*dL)) * absorbance;
+		vL += (vL1 - vL1*exp(-AirDensity*dd*dL)) * absorbance;
+		vL += (vL0 - vL0*exp(-density*dd*dL)) * absorbance;
 
-        absorbance *= exp(-(Density+Air)*dd*dL);
+        absorbance *= exp(-(density+AirDensity)*dd*dL);
 
 		if (absorbance < 1e-5) break;
 	}
diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl
index 4a70837..2faca47 100644
--- a/shaders/lib/settings.glsl
+++ b/shaders/lib/settings.glsl
@@ -403,14 +403,15 @@ uniform int moonPhase;
 // ----- NETHER RELATED SETTINGS ----- //
 /////////////////////////////////////////
 
-#define NetherFog_brightness 0.5 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
-
+#define PLUME_DENSITY 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
 
 
 //////////////////////////////////////
 // ----- END RELATED SETTINGS ----- //
 //////////////////////////////////////
 
+#define END_STORM_DENSTIY 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
+
 // #define DEBUG_endfog
 // #define THE_ORB
 #define ORB_X 0 // [-200 -195 -190 -185 -180 -175 -170 -165 -160 -155 -150 -145 -140 -135 -130 -125 -120 -115 -110 -105 -100 -95 -90 -85 -80 -75 -70 -65 -60 -55 -50 -45 -40 -35 -30 -25 -20 -15 -10 -5 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200]
diff --git a/shaders/shaders.properties b/shaders/shaders.properties
index cb0405b..a0fcacf 100644
--- a/shaders/shaders.properties
+++ b/shaders/shaders.properties
@@ -47,15 +47,16 @@ alphaTest.gbuffers_skytextured=false
 alphaTest.gbuffers_hand=true
 
 
-sliders = LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog  Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog NetherFog_brightness Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness  AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount ambient_temp Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
+sliders = PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog  Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness  AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount ambient_temp Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
 
 screen.columns=2
-screen = [Direct_Light] [World] \
-[Ambient_light] [Fog] \
-[Post_Processing] [Clouds] \
-[Misc_Settings] [Climate] \
-<empty> <empty> \
-PhysicsMod_support [LabPBR]
+screen = \
+[Direct_Light]      [World]     \
+[Ambient_light]     [Fog]       \
+[Post_Processing]   [Clouds]    \
+[Misc_Settings]     [Climate]   \
+<empty> <empty>                 \
+PhysicsMod_support  [LabPBR]
 
 # screen = [Direct_Light]    [World]
 #          [Ambient_light]   [Fog]
@@ -146,10 +147,9 @@ PhysicsMod_support [LabPBR]
            
         ### FOG
             screen.Fog.columns=2
-            screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog [Biome_Fog] BorderFog [Cave_Fog]
+            screen.Fog = VL_RENDER_RESOLUTION Haze_amount VL_SAMPLES RainFog_amount BLOOMY_FOG [TOD_fog] Cloud_Fog [Biome_Fog] BorderFog [Cave_Fog] [NETHER_END_FOG]
 
            
-
                 screen.TOD_fog.columns=2
                 screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
                 
@@ -158,6 +158,9 @@ PhysicsMod_support [LabPBR]
 
                 screen.Fog_Color.columns=1
                 screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
+                
+                screen.NETHER_END_FOG.columns=2
+                screen.NETHER_END_FOG = PLUME_DENSITY END_STORM_DENSTIY
       
         ### WATER
             screen.Water.columns=2