; Merged Mod: .\0-BimboKokomiCovered\Kokomi.ini, .\0-BimboKokomiExposed\Kokomi.ini, .\0-BimboKokomiFuta-E\Kokomi.ini, .\0-BimboKokomiFuta-F\Kokomi.ini, .\1-BimboKokomiBikiniCovered\Kokomi.ini, .\1-BimboKokomiBikiniExposed\Kokomi.ini, .\1-BimboKokomiNFuta-E\Kokomi.ini, .\1-BimboKokomiNFuta-F\Kokomi.ini

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

[Constants]
global persist $swapvar = 0
global persist $swapvarb = 0
global persist $swapvartex = 0
global persist $swapvarf = 0
global $active
global $creditinfo = 0

[KeySwap]
condition = $active == 1
key = VK_DOWN
type = cycle
$swapvar = 0,1
$creditinfo = 0

[KeyPearl]
condition = $active == 1
key = VK_RIGHT
type = cycle
$swapvarb = 0,1
$creditinfo = 0

[KeyTex]
condition = $active == 1
key = VK_LEFT
type = cycle
$swapvartex = 0,1
$creditinfo = 0

[KeyFuta]
condition = $active == 1
key = VK_UP
type = cycle
$swapvarf = 0,1
$creditinfo = 0

[Present]
post $active = 0
run = CommandListCreditInfo

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

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

[TextureOverrideKokomiPosition]
hash = dde4750a
run = CommandListKokomiPosition
$active = 1

[TextureOverrideKokomiBlend]
hash = 7b61fb15
run = CommandListKokomiBlend

[TextureOverrideKokomiTexcoord]
hash = 4ed0c9f8
run = CommandListKokomiTexcoord

[TextureOverrideKokomiVertexLimitRaise]
hash = ef23d42d

[TextureOverrideKokomiIB]
hash = 74900c81
;hash = 4c44665e
run = CommandListKokomiIB

[TextureOverrideKokomiHead]
hash = 74900c81
;hash = 4c44665e
match_first_index = 0
run = CommandListKokomiHead

[TextureOverrideKokomiBody]
hash = 74900c81
;hash = 4c44665e
match_first_index = 26424
run = CommandListKokomiBody

[TextureOverrideKokomiDress]
hash = 74900c81
;hash = 4c44665e
match_first_index = 52290
if $swapvarb == 0
	run = CommandListKokomiDress
else if $swapvarb == 1
	handling = skip
endif

[TextureOverrideKokomiFaceHeadDiffuse]
hash = 394fb133
run = CommandListKokomiFaceHeadDiffuse

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

[CommandListKokomiPosition]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	vb0 = ResourceKokomiPosition.0
	$active = 1
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	vb0 = ResourceKokomiPosition.1
	$active = 1
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	vb0 = ResourceKokomiPosition.2
	$active = 1
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	vb0 = ResourceKokomiPosition.3
	$active = 1
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	vb0 = ResourceKokomiPosition.4
	$active = 1
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	vb0 = ResourceKokomiPosition.5
	$active = 1
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	vb0 = ResourceKokomiPosition.6
	$active = 1
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	vb0 = ResourceKokomiPosition.7
	$active = 1
endif

[CommandListKokomiBlend]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	vb1 = ResourceKokomiBlend.0
	handling = skip
	draw = 25429,0
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	vb1 = ResourceKokomiBlend.1
	handling = skip
	draw = 24340,0
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	vb1 = ResourceKokomiBlend.2
	handling = skip
	draw = 26810,0
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	vb1 = ResourceKokomiBlend.3
	handling = skip
	draw = 26810,0
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	vb1 = ResourceKokomiBlend.4
	handling = skip
	draw = 51366,0
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	vb1 = ResourceKokomiBlend.5
	handling = skip
	draw = 53080,0
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	vb1 = ResourceKokomiBlend.6
	handling = skip
	draw = 23990,0
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	vb1 = ResourceKokomiBlend.7
	handling = skip
	draw = 23990,0
endif

[CommandListKokomiTexcoord]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	vb1 = ResourceKokomiTexcoord.0
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	vb1 = ResourceKokomiTexcoord.1
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	vb1 = ResourceKokomiTexcoord.2
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	vb1 = ResourceKokomiTexcoord.3
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	vb1 = ResourceKokomiTexcoord.4
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	vb1 = ResourceKokomiTexcoord.5
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	vb1 = ResourceKokomiTexcoord.6
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	vb1 = ResourceKokomiTexcoord.7
endif

[CommandListKokomiIB]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	handling = skip
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	handling = skip
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	handling = skip
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	handling = skip
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	handling = skip
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	handling = skip
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	handling = skip
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	handling = skip
endif

[CommandListKokomiHead]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiHeadIB.0
	ps-t0 = ResourceKokomiHeadDiffuse.0
	ps-t1 = ResourceKokomiHeadLightMap.0
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiHeadIB.1
	ps-t0 = ResourceKokomiHeadDiffuse.1
	ps-t1 = ResourceKokomiHeadLightMap.1
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiHeadIB.2
	ps-t0 = ResourceKokomiHeadDiffuse.2
	ps-t1 = ResourceKokomiHeadLightMap.2
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiHeadIB.3
	ps-t0 = ResourceKokomiHeadDiffuse.3
	ps-t1 = ResourceKokomiHeadLightMap.3
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiHeadIB.4
	ps-t0 = ResourceKokomiHeadDiffuse.4
	ps-t1 = ResourceKokomiHeadLightMap.4
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiHeadIB.5
	ps-t0 = ResourceKokomiHeadDiffuse.5
	ps-t1 = ResourceKokomiHeadLightMap.5
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiHeadIB.6
	ps-t0 = ResourceKokomiHeadDiffuse.6
	ps-t1 = ResourceKokomiHeadLightMap.6
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiHeadIB.7
	ps-t0 = ResourceKokomiHeadDiffuse.7
	ps-t1 = ResourceKokomiHeadLightMap.7
	drawindexed = auto
endif

[CommandListKokomiBody]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiBodyIB.0
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.0
	ps-t1 = ResourceKokomiBodyLightMap.0
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.0
	ps-t1 = ResourceKokomiBodyLightMap1.0
	drawindexed = auto
	endif
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiBodyIB.1
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.1
	ps-t1 = ResourceKokomiBodyLightMap.1
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.1
	ps-t1 = ResourceKokomiBodyLightMap1.1
	drawindexed = auto
	endif
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiBodyIB.2
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.2
	ps-t1 = ResourceKokomiBodyLightMap.2
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.2
	ps-t1 = ResourceKokomiBodyLightMap1.2
	drawindexed = auto
	endif
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiBodyIB.3
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.3
	ps-t1 = ResourceKokomiBodyLightMap.3
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.3
	ps-t1 = ResourceKokomiBodyLightMap1.3
	drawindexed = auto
	endif
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiBodyIB.4
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.4
	ps-t1 = ResourceKokomiBodyLightMap.4
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.4
	ps-t1 = ResourceKokomiBodyLightMap1.4
	drawindexed = auto
	endif
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiBodyIB.5
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.5
	ps-t1 = ResourceKokomiBodyLightMap.5
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.5
	ps-t1 = ResourceKokomiBodyLightMap1.5
	drawindexed = auto
	endif
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiBodyIB.6
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.6
	ps-t1 = ResourceKokomiBodyLightMap.6
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.6
	ps-t1 = ResourceKokomiBodyLightMap1.6
	drawindexed = auto
	endif
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiBodyIB.7
	if $swapvartex == 0
	ps-t0 = ResourceKokomiBodyDiffuse.7
	ps-t1 = ResourceKokomiBodyLightMap.7
	drawindexed = auto
else if $swapvartex == 1
	ps-t0 = ResourceKokomiBodyDiffuse1.7
	ps-t1 = ResourceKokomiBodyLightMap1.7
	drawindexed = auto
	endif
endif

[CommandListKokomiDress]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiDressIB.0
	ps-t0 = ResourceKokomiDressDiffuse.0
	ps-t1 = ResourceKokomiDressLightMap.0
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	ib = ResourceKokomiDressIB.1
	ps-t0 = ResourceKokomiDressDiffuse.1
	ps-t1 = ResourceKokomiDressLightMap.1
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiDressIB.2
	ps-t0 = ResourceKokomiDressDiffuse.2
	ps-t1 = ResourceKokomiDressLightMap.2
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	ib = ResourceKokomiDressIB.3
	ps-t0 = ResourceKokomiDressDiffuse.3
	ps-t1 = ResourceKokomiDressLightMap.3
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiDressIB.4
	ps-t0 = ResourceKokomiDressDiffuse.4
	ps-t1 = ResourceKokomiDressLightMap.4
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	ib = ResourceKokomiDressIB.5
	ps-t0 = ResourceKokomiDressDiffuse.5
	ps-t1 = ResourceKokomiDressLightMap.5
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiDressIB.6
	ps-t0 = ResourceKokomiDressDiffuse.6
	ps-t1 = ResourceKokomiDressLightMap.6
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	ib = ResourceKokomiDressIB.7
	ps-t0 = ResourceKokomiDressDiffuse.7
	ps-t1 = ResourceKokomiDressLightMap.7
	drawindexed = auto
endif

[CommandListKokomiFaceHeadDiffuse]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	ps-t0 = ResourceKokomiFaceHeadDiffuse.0
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	ps-t0 = ResourceKokomiFaceHeadDiffuse.1
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	ps-t0 = ResourceKokomiFaceHeadDiffuse.2
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	ps-t0 = ResourceKokomiFaceHeadDiffuse.3
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	ps-t0 = ResourceKokomiFaceHeadDiffuse.4
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	ps-t0 = ResourceKokomiFaceHeadDiffuse.5
	drawindexed = auto
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	ps-t0 = ResourceKokomiFaceHeadDiffuse.6
	drawindexed = auto
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	ps-t0 = ResourceKokomiFaceHeadDiffuse.7
	drawindexed = auto
endif

[CommandListCreditInfo]
if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 0
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.0
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 0
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.1
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 0 && $swapvarb == 0 && $swapvarf == 1
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.2
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 1 && $swapvarb == 0 && $swapvarf == 1
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.3
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 0
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.4
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 0
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.5
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 0 && $swapvarb == 1 && $swapvarf == 1
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.6
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 1 && $swapvarb == 1 && $swapvarf == 1
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.7
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
endif

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

[ResourceKokomiPosition.0]
type = Buffer
stride = 40
filename = .\0-BimboKokomiCovered\KokomiPosition.buf

[ResourceKokomiBlend.0]
type = Buffer
stride = 32
filename = .\0-BimboKokomiCovered\KokomiBlend.buf

[ResourceKokomiTexcoord.0]
type = Buffer
stride = 20
filename = .\0-BimboKokomiCovered\KokomiTexcoord.buf

[ResourceKokomiHeadIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiHead.ib

[ResourceKokomiBodyIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiBody.ib

[ResourceKokomiDressIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiDress.ib

[ResourceKokomiHeadDiffuse.0]
filename = .\0-BimboKokomiCovered\KokomiHeadDiffuse.dds

[ResourceKokomiHeadLightMap.0]
filename = .\0-BimboKokomiCovered\KokomiHeadLightMap.dds

[ResourceKokomiBodyDiffuse.0]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse.dds

[ResourceKokomiBodyLightMap.0]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap.dds

[ResourceKokomiBodyDiffuse1.0]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse1.dds

[ResourceKokomiBodyLightMap1.0]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap1.dds

[ResourceKokomiDressDiffuse.0]
filename = .\0-BimboKokomiCovered\KokomiDressDiffuse.dds

[ResourceKokomiDressLightMap.0]
filename = .\0-BimboKokomiCovered\KokomiDressLightMap.dds

[ResourceKokomiFaceHeadDiffuse.0]
filename = .\0-BimboKokomiCovered\KokomiFaceHeadDiffuse.dds

[ResourceCreditInfo.0]
type = Buffer
data = "Created by Exce"

[ResourceKokomiPosition.1]
type = Buffer
stride = 40
filename = .\0-BimboKokomiExposed\KokomiPosition.buf

[ResourceKokomiBlend.1]
type = Buffer
stride = 32
filename = .\0-BimboKokomiExposed\KokomiBlend.buf

[ResourceKokomiTexcoord.1]
type = Buffer
stride = 20
filename = .\0-BimboKokomiExposed\KokomiTexcoord.buf

[ResourceKokomiHeadIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiHead.ib

[ResourceKokomiBodyIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiExposed\KokomiBody.ib

[ResourceKokomiDressIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiExposed\KokomiDress.ib

[ResourceKokomiHeadDiffuse.1]
filename = .\0-BimboKokomiCovered\KokomiHeadDiffuse.dds

[ResourceKokomiHeadLightMap.1]
filename = .\0-BimboKokomiCovered\KokomiHeadLightMap.dds

[ResourceKokomiBodyDiffuse.1]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse.dds

[ResourceKokomiBodyLightMap.1]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap.dds

[ResourceKokomiBodyDiffuse1.1]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse1.dds

[ResourceKokomiBodyLightMap1.1]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap1.dds

[ResourceKokomiDressDiffuse.1]
filename = .\0-BimboKokomiCovered\KokomiDressDiffuse.dds

[ResourceKokomiDressLightMap.1]
filename = .\0-BimboKokomiCovered\KokomiDressLightMap.dds

[ResourceKokomiFaceHeadDiffuse.1]
filename = .\0-BimboKokomiCovered\KokomiFaceHeadDiffuse.dds

[ResourceCreditInfo.1]
type = Buffer
data = "Created by Exce"

[ResourceKokomiPosition.2]
type = Buffer
stride = 40
filename = .\0-BimboKokomiFuta-E\KokomiPosition.buf

[ResourceKokomiBlend.2]
type = Buffer
stride = 32
filename = .\0-BimboKokomiFuta-E\KokomiBlend.buf

[ResourceKokomiTexcoord.2]
type = Buffer
stride = 20
filename = .\0-BimboKokomiFuta-E\KokomiTexcoord.buf

[ResourceKokomiHeadIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiHead.ib

[ResourceKokomiBodyIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiFuta-E\KokomiBody.ib

[ResourceKokomiDressIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiFuta-E\KokomiDress.ib

[ResourceKokomiHeadDiffuse.2]
filename = .\0-BimboKokomiCovered\KokomiHeadDiffuse.dds

[ResourceKokomiHeadLightMap.2]
filename = .\0-BimboKokomiCovered\KokomiHeadLightMap.dds

[ResourceKokomiBodyDiffuse.2]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse.dds

[ResourceKokomiBodyLightMap.2]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap.dds

[ResourceKokomiBodyDiffuse1.2]
filename = .\0-BimboKokomiCovered\KokomiBodyDiffuse1.dds

[ResourceKokomiBodyLightMap1.2]
filename = .\0-BimboKokomiCovered\KokomiBodyLightMap1.dds

[ResourceKokomiDressDiffuse.2]
filename = .\0-BimboKokomiCovered\KokomiDressDiffuse.dds

[ResourceKokomiDressLightMap.2]
filename = .\0-BimboKokomiCovered\KokomiDressLightMap.dds

[ResourceKokomiFaceHeadDiffuse.2]
filename = .\0-BimboKokomiCovered\KokomiFaceHeadDiffuse.dds

[ResourceCreditInfo.2]
type = Buffer
data = "Created by Exce"

[ResourceKokomiPosition.3]
type = Buffer
stride = 40
filename = .\0-BimboKokomiFuta-F\KokomiPosition.buf

[ResourceKokomiBlend.3]
type = Buffer
stride = 32
filename = .\0-BimboKokomiFuta-F\KokomiBlend.buf

[ResourceKokomiTexcoord.3]
type = Buffer
stride = 20
filename = .\0-BimboKokomiFuta-E\KokomiTexcoord.buf

[ResourceKokomiHeadIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0-BimboKokomiCovered\KokomiHead.ib

[ResourceKokomiBodyIB.3]
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[ResourceKokomiHeadLightMap.3]
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[ResourceKokomiBodyDiffuse.3]
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[ResourceKokomiBodyDiffuse.5]
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[ResourceKokomiBodyLightMap.5]
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[ResourceKokomiDressLightMap.5]
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[ResourceKokomiBodyIB.6]
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filename = .\1-BimboKokomiNFuta-E\KokomiBody.ib

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format = DXGI_FORMAT_R32_UINT
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[ResourceKokomiHeadLightMap.6]
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[ResourceKokomiBodyDiffuse.6]
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[ResourceKokomiBodyLightMap.6]
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[ResourceKokomiBodyDiffuse1.6]
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; .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

; 4.1 Character Fix 
[TextureOverride41FixVertexLimitRaise]
hash = 66c6fb0a
