; Freminet

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

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

[TextureOverrideFreminetPosition]
hash = 86559a85
vb0 = ResourceFreminetPosition

[TextureOverrideFreminetBlend]
hash = dc9e9ad0
vb1 = ResourceFreminetBlend
handling = skip
draw = 50821,0 

[TextureOverrideFreminetTexcoord]
hash = 4000c72b
vb1 = ResourceFreminetTexcoord

[TextureOverrideFreminetVertexLimitRaise]
hash = 7bf55145

[TextureOverrideFreminetIB]
hash = 5594b4bb
handling = skip
drawindexed = auto

[TextureOverrideFreminetHead]
hash = 5594b4bb
match_first_index = 0
ib = ResourceFreminetHeadIB
ps-t0 = ResourceFreminetHeadNormalMap
ps-t1 = ResourceFreminetHeadDiffuse
ps-t2 = ResourceFreminetHeadLightMap

$CharacterIB = 1
ResourceRefHeadDiffuse = reference ps-t1
ResourceRefHeadLightMap = reference ps-t2

[TextureOverrideFreminetBody]
hash = 5594b4bb
match_first_index = 36975
ib = ResourceFreminetBodyIB
ps-t0 = ResourceFreminetBodyNormalMap
ps-t1 = ResourceFreminetBodyDiffuse
ps-t2 = ResourceFreminetBodyLightMap

$CharacterIB = 2
ResourceRefBodyDiffuse = reference ps-t1
ResourceRefBodyLightMap = reference ps-t2

[TextureOverrideFreminetFaceHeadDiffuse]
hash = e35468b8
ps-t0 = ResourceFreminetFaceHeadDiffuse

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

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

[ResourceFreminetPosition]
type = Buffer
stride = 40
filename = FreminetPosition.buf

[ResourceFreminetBlend]
type = Buffer
stride = 32
filename = FreminetBlend.buf

[ResourceFreminetTexcoord]
type = Buffer
stride = 12
filename = FreminetTexcoord.buf

[ResourceFreminetHeadIB]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = FreminetHead.ib

[ResourceFreminetBodyIB]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = FreminetBody.ib

[ResourceFreminetHeadNormalMap]
filename = FreminetHeadNormalMap.dds

[ResourceFreminetHeadDiffuse]
filename = FreminetHeadDiffuse.dds

[ResourceFreminetHeadLightMap]
filename = FreminetHeadLightMap.dds

[ResourceFreminetBodyNormalMap]
filename = FreminetBodyNormalMap.dds

[ResourceFreminetBodyDiffuse]
filename = FreminetBodyDiffuse.dds

[ResourceFreminetBodyLightMap]
filename = FreminetBodyLightMap.dds

[ResourceFreminetFaceHeadDiffuse]
filename = FreminetFaceHeadDiffuse.dds

; .ini generated by GIMI (Genshin-Impact-Model-Importer)
; 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

; Version 1.0.0 AGMG Tool Developer Version 3 Shader Fixer


; Generated shader fix for 3.0+ GIMI importer characters. Please contact the tool developers at https://discord.gg/agmg if you have any questions.

; Variables -----------------------

[Constants]
global $CharacterIB
;0=none, 1=head, 2=body, 3=dress, 4=extra, etc.

[Present]
post $CharacterIB = 0

[ResourceRefHeadDiffuse]
;[ResourceRefHeadLightMap]
[ResourceRefBodyDiffuse]
;[ResourceRefBodyLightMap]
[ResourceRefDressDiffuse]
;[ResourceRefDressLightMap]
[ResourceRefExtraDiffuse]
;[ResourceRefExtraLightMap]

; ShaderOverride ---------------------------

[ShaderRegexCharReflection]
shader_model = ps_5_0
run = CommandListReflectionTexture
[ShaderRegexCharReflection.pattern]
mul r\d+\.\w+, r\d+\.\w+,[^.]*\.\w+\n
mad o\d+\.\w+, r\d+\.\w+, cb\d+\[\d+\]\.\w+, r\d+\.\w+\n
mov o\d+\.\w+, l\(\d+\.\d+\)\n

;[ShaderRegexCharOutline]
;shader_model = ps_5_0
;run = CommandListOutline
;[ShaderRegexCharOutline.pattern]
;mov o\d+\.\w+, l\(\d+\)\n
;mov o\d+\.\w+, r\d+\.\w+\n
;mov o\d+\.\w+, l\(\d+\.\d+\)
;broken as of version 4.0

; OPTIONAL: If regex match breaks, use a [ShaderOverride] command matching shader hash for reflection then use "run = CommandListOutline" under the command

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

[CommandListReflectionTexture]
if $CharacterIB != 0
    if $CharacterIB == 1
        ps-t0 = copy ResourceRefHeadDiffuse
    else if $CharacterIB == 2
        ps-t0 = copy ResourceRefBodyDiffuse
    else if $CharacterIB == 3
        ps-t0 = copy ResourceRefDressDiffuse
    else if $CharacterIB == 4
        ps-t0 = copy ResourceRefExtraDiffuse    
    endif
drawindexed=auto
$CharacterIB = 0
endif

;[CommandListOutline]
;if $CharacterIB != 0
;    if $CharacterIB == 1
;        ps-t1 = copy ResourceRefHeadLightMap
;    else if $CharacterIB == 2
;        ps-t1 = copy ResourceRefBodyLightMap
;    else if $CharacterIB == 3
;        ps-t1 = copy ResourceRefDressLightMap
;    else if $CharacterIB == 4
;        ps-t1 = copy ResourceRefExtraLightMap
;    endif
;drawindexed=auto
;$CharacterIB = 0
;endif
