; Merged Mod: .\ZhongliModf0001\Zhongli.ini, .\ZhongliModf0002\Zhongli.ini, .\ZhongliModf0003\Zhongli.ini, .\ZhongliModf0004\Zhongli.ini, .\ZhongliModf0005\Zhongli.ini, .\ZhongliModf0006\Zhongli.ini, .\ZhongliModf0007\Zhongli.ini

; Constants ---------------------------

[Constants]
global persist $swapvar = 0
global $active
global $creditinfo = 0

[KeySwap]
condition = $active == 1
key = ]
type = cycle
$swapvar = 0,1,2,3,4,5,6
$creditinfo = 0

[Present]
post $active = 0

; Shader ------------------------------

; Overrides ---------------------------

[TextureOverrideZhongliPosition]
hash = a75ba32e
run = CommandListZhongliPosition
$active = 1

[TextureOverrideZhongliBlend]
hash = f0a40042
run = CommandListZhongliBlend

[TextureOverrideZhongliTexcoord]
hash = eb3aaca2
run = CommandListZhongliTexcoord

[TextureOverrideZhongliVertexLimitRaise]
hash = 6fa3d7f4

[TextureOverrideZhongliIB]
hash = 7450ea2a
run = CommandListZhongliIB

[TextureOverrideZhongliHead]
hash = 7450ea2a
match_first_index = 0
run = CommandListZhongliHead

[TextureOverrideZhongliBody]
hash = 7450ea2a
match_first_index = 8976
run = CommandListZhongliBody

[TextureOverrideZhongliDress]
hash = 7450ea2a
match_first_index = 37530
run = CommandListZhongliDress

[TextureOverrideZhongliFaceHeadDiffuse]
hash = 1db9961f
handling = skip


; CommandList -------------------------

[CommandListZhongliPosition]
if $swapvar == 0
	vb0 = ResourceZhongliPosition.0
else if $swapvar == 1
	vb0 = ResourceZhongliPosition.1
else if $swapvar == 2
	vb0 = ResourceZhongliPosition.2
else if $swapvar == 3
	vb0 = ResourceZhongliPosition.3
else if $swapvar == 4
	vb0 = ResourceZhongliPosition.4
else if $swapvar == 5
	vb0 = ResourceZhongliPosition.5
else if $swapvar == 6
	vb0 = ResourceZhongliPosition.6
endif

[CommandListZhongliBlend]
if $swapvar == 0
	vb1 = ResourceZhongliBlend.0
	handling = skip
	draw = 22715,0
else if $swapvar == 1
	vb1 = ResourceZhongliBlend.1
	handling = skip
	draw = 22715,0
else if $swapvar == 2
	vb1 = ResourceZhongliBlend.2
	handling = skip
	draw = 22715,0
else if $swapvar == 3
	vb1 = ResourceZhongliBlend.3
	handling = skip
	draw = 22715,0
else if $swapvar == 4
	vb1 = ResourceZhongliBlend.4
	handling = skip
	draw = 22715,0
else if $swapvar == 5
	vb1 = ResourceZhongliBlend.5
	handling = skip
	draw = 22715,0
else if $swapvar == 6
	vb1 = ResourceZhongliBlend.6
	handling = skip
	draw = 22715,0
endif

[CommandListZhongliTexcoord]
if $swapvar == 0
	vb1 = ResourceZhongliTexcoord.0
else if $swapvar == 1
	vb1 = ResourceZhongliTexcoord.1
else if $swapvar == 2
	vb1 = ResourceZhongliTexcoord.2
else if $swapvar == 3
	vb1 = ResourceZhongliTexcoord.3
else if $swapvar == 4
	vb1 = ResourceZhongliTexcoord.4
else if $swapvar == 5
	vb1 = ResourceZhongliTexcoord.5
else if $swapvar == 6
	vb1 = ResourceZhongliTexcoord.6
endif

[CommandListZhongliIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
else if $swapvar == 3
	handling = skip
	drawindexed = auto
else if $swapvar == 4
	handling = skip
	drawindexed = auto
else if $swapvar == 5
	handling = skip
	drawindexed = auto
else if $swapvar == 6
	handling = skip
	drawindexed = auto
endif

[CommandListZhongliHead]
if $swapvar == 0
	ib = ResourceZhongliHeadIB.0
	ps-t0 = ResourceZhongliHeadDiffuse.0
	ps-t1 = ResourceZhongliHeadLightMap.0
else if $swapvar == 1
	ib = ResourceZhongliHeadIB.1
	ps-t0 = ResourceZhongliHeadDiffuse.1
	ps-t1 = ResourceZhongliHeadLightMap.1
else if $swapvar == 2
	ib = ResourceZhongliHeadIB.2
	ps-t0 = ResourceZhongliHeadDiffuse.2
	ps-t1 = ResourceZhongliHeadLightMap.2
else if $swapvar == 3
	ib = ResourceZhongliHeadIB.3
	ps-t0 = ResourceZhongliHeadDiffuse.3
	ps-t1 = ResourceZhongliHeadLightMap.3
else if $swapvar == 4
	ib = ResourceZhongliHeadIB.4
	ps-t0 = ResourceZhongliHeadDiffuse.4
	ps-t1 = ResourceZhongliHeadLightMap.4
else if $swapvar == 5
	ib = ResourceZhongliHeadIB.5
	ps-t0 = ResourceZhongliHeadDiffuse.5
	ps-t1 = ResourceZhongliHeadLightMap.5
else if $swapvar == 6
	ib = ResourceZhongliHeadIB.6
	ps-t0 = ResourceZhongliHeadDiffuse.6
	ps-t1 = ResourceZhongliHeadLightMap.6
endif

[CommandListZhongliBody]
if $swapvar == 0
	ib = ResourceZhongliBodyIB.0
	ps-t0 = ResourceZhongliBodyDiffuse.0
	ps-t1 = ResourceZhongliBodyLightMap.0
else if $swapvar == 1
	ib = ResourceZhongliBodyIB.1
	ps-t0 = ResourceZhongliBodyDiffuse.1
	ps-t1 = ResourceZhongliBodyLightMap.1
else if $swapvar == 2
	ib = ResourceZhongliBodyIB.2
	ps-t0 = ResourceZhongliBodyDiffuse.2
	ps-t1 = ResourceZhongliBodyLightMap.2
else if $swapvar == 3
	ib = ResourceZhongliBodyIB.3
	ps-t0 = ResourceZhongliBodyDiffuse.3
	ps-t1 = ResourceZhongliBodyLightMap.3
else if $swapvar == 4
	ib = ResourceZhongliBodyIB.4
	ps-t0 = ResourceZhongliBodyDiffuse.4
	ps-t1 = ResourceZhongliBodyLightMap.4
else if $swapvar == 5
	ib = ResourceZhongliBodyIB.5
	ps-t0 = ResourceZhongliBodyDiffuse.5
	ps-t1 = ResourceZhongliBodyLightMap.5
else if $swapvar == 6
	ib = ResourceZhongliBodyIB.6
	ps-t0 = ResourceZhongliBodyDiffuse.6
	ps-t1 = ResourceZhongliBodyLightMap.6
endif

[CommandListZhongliDress]
if $swapvar == 0
	ib = ResourceZhongliDressIB.0
	ps-t0 = ResourceZhongliDressDiffuse.0
	ps-t1 = ResourceZhongliDressLightMap.0
else if $swapvar == 1
	ib = ResourceZhongliDressIB.1
	ps-t0 = ResourceZhongliDressDiffuse.1
	ps-t1 = ResourceZhongliDressLightMap.1
else if $swapvar == 2
	ib = ResourceZhongliDressIB.2
	ps-t0 = ResourceZhongliDressDiffuse.2
	ps-t1 = ResourceZhongliDressLightMap.2
else if $swapvar == 3
	ib = ResourceZhongliDressIB.3
	ps-t0 = ResourceZhongliDressDiffuse.3
	ps-t1 = ResourceZhongliDressLightMap.3
else if $swapvar == 4
	ib = ResourceZhongliDressIB.4
	ps-t0 = ResourceZhongliDressDiffuse.4
	ps-t1 = ResourceZhongliDressLightMap.4
else if $swapvar == 5
	ib = ResourceZhongliDressIB.5
	ps-t0 = ResourceZhongliDressDiffuse.5
	ps-t1 = ResourceZhongliDressLightMap.5
else if $swapvar == 6
	ib = ResourceZhongliDressIB.6
	ps-t0 = ResourceZhongliDressDiffuse.6
	ps-t1 = ResourceZhongliDressLightMap.6
endif

[CommandListZhongliFaceHeadDiffuse]
if $swapvar == 0
	ps-t0 = ResourceZhongliFaceHeadDiffuse.0
else if $swapvar == 1
	ps-t0 = ResourceZhongliFaceHeadDiffuse.1
else if $swapvar == 2
	ps-t0 = ResourceZhongliFaceHeadDiffuse.2
else if $swapvar == 3
	ps-t0 = ResourceZhongliFaceHeadDiffuse.3
else if $swapvar == 4
	ps-t0 = ResourceZhongliFaceHeadDiffuse.4
else if $swapvar == 5
	ps-t0 = ResourceZhongliFaceHeadDiffuse.5
else if $swapvar == 6
	ps-t0 = ResourceZhongliFaceHeadDiffuse.6
endif

; Resources ---------------------------

[ResourceZhongliPosition.0]
type = Buffer
stride = 40
filename = .\ZhongliModf0001\ZhongliPosition.buf

[ResourceZhongliBlend.0]
type = Buffer
stride = 32
filename = .\ZhongliModf0001\ZhongliBlend.buf

[ResourceZhongliTexcoord.0]
type = Buffer
stride = 20
filename = .\ZhongliModf0001\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0001\ZhongliHead.ib

[ResourceZhongliBodyIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0001\ZhongliBody.ib

[ResourceZhongliDressIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0001\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.0]
filename = .\ZhongliModf0001\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.0]
filename = .\ZhongliModf0001\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.0]
filename = .\ZhongliModf0001\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.0]
filename = .\ZhongliModf0001\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.0]
filename = .\ZhongliModf0001\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.0]
filename = .\ZhongliModf0001\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.0]
filename = .\ZhongliModf0001\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.1]
type = Buffer
stride = 40
filename = .\ZhongliModf0002\ZhongliPosition.buf

[ResourceZhongliBlend.1]
type = Buffer
stride = 32
filename = .\ZhongliModf0002\ZhongliBlend.buf

[ResourceZhongliTexcoord.1]
type = Buffer
stride = 20
filename = .\ZhongliModf0002\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0002\ZhongliHead.ib

[ResourceZhongliBodyIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0002\ZhongliBody.ib

[ResourceZhongliDressIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0002\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.1]
filename = .\ZhongliModf0002\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.1]
filename = .\ZhongliModf0002\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.1]
filename = .\ZhongliModf0002\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.1]
filename = .\ZhongliModf0002\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.1]
filename = .\ZhongliModf0002\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.1]
filename = .\ZhongliModf0002\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.1]
filename = .\ZhongliModf0002\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.2]
type = Buffer
stride = 40
filename = .\ZhongliModf0003\ZhongliPosition.buf

[ResourceZhongliBlend.2]
type = Buffer
stride = 32
filename = .\ZhongliModf0003\ZhongliBlend.buf

[ResourceZhongliTexcoord.2]
type = Buffer
stride = 20
filename = .\ZhongliModf0003\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0003\ZhongliHead.ib

[ResourceZhongliBodyIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0003\ZhongliBody.ib

[ResourceZhongliDressIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0003\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.2]
filename = .\ZhongliModf0003\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.2]
filename = .\ZhongliModf0003\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.2]
filename = .\ZhongliModf0003\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.2]
filename = .\ZhongliModf0003\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.2]
filename = .\ZhongliModf0003\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.2]
filename = .\ZhongliModf0003\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.2]
filename = .\ZhongliModf0003\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.3]
type = Buffer
stride = 40
filename = .\ZhongliModf0004\ZhongliPosition.buf

[ResourceZhongliBlend.3]
type = Buffer
stride = 32
filename = .\ZhongliModf0004\ZhongliBlend.buf

[ResourceZhongliTexcoord.3]
type = Buffer
stride = 20
filename = .\ZhongliModf0004\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0004\ZhongliHead.ib

[ResourceZhongliBodyIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0004\ZhongliBody.ib

[ResourceZhongliDressIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0004\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.3]
filename = .\ZhongliModf0004\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.3]
filename = .\ZhongliModf0004\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.3]
filename = .\ZhongliModf0004\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.3]
filename = .\ZhongliModf0004\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.3]
filename = .\ZhongliModf0004\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.3]
filename = .\ZhongliModf0004\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.3]
filename = .\ZhongliModf0004\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.4]
type = Buffer
stride = 40
filename = .\ZhongliModf0005\ZhongliPosition.buf

[ResourceZhongliBlend.4]
type = Buffer
stride = 32
filename = .\ZhongliModf0005\ZhongliBlend.buf

[ResourceZhongliTexcoord.4]
type = Buffer
stride = 20
filename = .\ZhongliModf0005\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0005\ZhongliHead.ib

[ResourceZhongliBodyIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0005\ZhongliBody.ib

[ResourceZhongliDressIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0005\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.4]
filename = .\ZhongliModf0005\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.4]
filename = .\ZhongliModf0005\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.4]
filename = .\ZhongliModf0005\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.4]
filename = .\ZhongliModf0005\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.4]
filename = .\ZhongliModf0005\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.4]
filename = .\ZhongliModf0005\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.4]
filename = .\ZhongliModf0005\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.5]
type = Buffer
stride = 40
filename = .\ZhongliModf0006\ZhongliPosition.buf

[ResourceZhongliBlend.5]
type = Buffer
stride = 32
filename = .\ZhongliModf0006\ZhongliBlend.buf

[ResourceZhongliTexcoord.5]
type = Buffer
stride = 20
filename = .\ZhongliModf0006\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0006\ZhongliHead.ib

[ResourceZhongliBodyIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0006\ZhongliBody.ib

[ResourceZhongliDressIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0006\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.5]
filename = .\ZhongliModf0006\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.5]
filename = .\ZhongliModf0006\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.5]
filename = .\ZhongliModf0006\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.5]
filename = .\ZhongliModf0006\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.5]
filename = .\ZhongliModf0006\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.5]
filename = .\ZhongliModf0006\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.5]
filename = .\ZhongliModf0006\ZhongliFaceHeadDiffuse.dds

[ResourceZhongliPosition.6]
type = Buffer
stride = 40
filename = .\ZhongliModf0007\ZhongliPosition.buf

[ResourceZhongliBlend.6]
type = Buffer
stride = 32
filename = .\ZhongliModf0007\ZhongliBlend.buf

[ResourceZhongliTexcoord.6]
type = Buffer
stride = 20
filename = .\ZhongliModf0007\ZhongliTexcoord.buf

[ResourceZhongliHeadIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0007\ZhongliHead.ib

[ResourceZhongliBodyIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0007\ZhongliBody.ib

[ResourceZhongliDressIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\ZhongliModf0007\ZhongliDress.ib

[ResourceZhongliHeadDiffuse.6]
filename = .\ZhongliModf0007\ZhongliHeadDiffuse.dds

[ResourceZhongliHeadLightMap.6]
filename = .\ZhongliModf0007\ZhongliHeadLightMap.dds

[ResourceZhongliBodyDiffuse.6]
filename = .\ZhongliModf0007\ZhongliBodyDiffuse.dds

[ResourceZhongliBodyLightMap.6]
filename = .\ZhongliModf0007\ZhongliBodyLightMap.dds

[ResourceZhongliDressDiffuse.6]
filename = .\ZhongliModf0007\ZhongliDressDiffuse.dds

[ResourceZhongliDressLightMap.6]
filename = .\ZhongliModf0007\ZhongliDressLightMap.dds

[ResourceZhongliFaceHeadDiffuse.6]
filename = .\ZhongliModf0007\ZhongliFaceHeadDiffuse.dds



; .ini generated by GIMI (Genshin-Impact-Model-Importer) mod merger script
; If you have any issues or find any bugs, please open a ticket at https://github.com/SilentNightSound/GI-Model-Importer/issues or contact SilentNightSound#7430 on discord