; Merged Mod: .\0sparkleMod-default\Sparkle.ini, .\1sparkleMod-Tse\Sparkle.ini, .\2sparkleMod-Breasts exposed\Sparkle.ini

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

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

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

[Present]
post $active = 0

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

[CustomShaderTransparency.1]
blend = ADD BLEND_FACTOR INV_BLEND_FACTOR
blend_factor[0] = 0.5
blend_factor[1] = 0.5
blend_factor[2] = 0.5
blend_factor[3] = 1
handling = skip
drawindexed = auto

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

[TextureOverrideSparkleHeadPosition]
hash = c2cce86e
run = CommandListSparkleHeadPosition
$active = 1

[TextureOverrideSparkleHeadTexcoord]
hash = ba665bec
run = CommandListSparkleHeadTexcoord

[TextureOverrideSparkleHeadVertexLimitRaise]
hash = b2bc717f

[TextureOverrideSparkleBodyPosition]
hash = 71da7564
run = CommandListSparkleBodyPosition
$active = 1

[TextureOverrideSparkleBodyTexcoord]
hash = d51f3972
run = CommandListSparkleBodyTexcoord

[TextureOverrideSparkleBodyVertexLimitRaise]
hash = c22dc904

[TextureOverrideSparkleHairPosition]
hash = 5b9af3ba
run = CommandListSparkleHairPosition
$active = 1

[TextureOverrideSparkleHairTexcoord]
hash = 660a2d38
run = CommandListSparkleHairTexcoord

[TextureOverrideSparkleHairVertexLimitRaise]
hash = 2ffc74a7

[TextureOverrideSparkleHeadIB]
hash = d569b4d9
run = CommandListSparkleHeadIB

[TextureOverrideSparkleHeadA]
hash = d569b4d9
match_first_index = 0
run = CommandListSparkleHeadA

[TextureOverrideSparkleHeadADiffuse]
hash = 09733ebc
;hash = 6594fbb2
run = CommandListSparkleHeadADiffuse

[TextureOverrideSparkleHeadALightMap]
hash = bb5905b2
run = CommandListSparkleHeadALightMap

[TextureOverrideSparkleHeadAShadow]
hash = 2da564b0
run = CommandListSparkleHeadAShadow

[TextureOverrideSparkleHeadAt3]
hash = 33ba7848
run = CommandListSparkleHeadAt3

[TextureOverrideSparkleHeadB]
hash = d569b4d9
match_first_index = 12552
run = CommandListSparkleHeadB

[TextureOverrideSparkleBodyIB]
hash = 68121fd3
run = CommandListSparkleBodyIB

[TextureOverrideSparkleBodyA]
hash = 68121fd3
match_first_index = 0
run = CommandListSparkleBodyA

[TextureOverrideSparkleBodyB]
hash = 68121fd3
match_first_index = 67665
run = CommandListSparkleBodyB

[TextureOverrideSparkleBodyC]
hash = 68121fd3
match_first_index = 79635
run = CommandListSparkleBodyC

[TextureOverrideSparkleHairIB]
hash = 10ee0ac5
run = CommandListSparkleHairIB

[TextureOverrideSparkleHairA]
hash = 10ee0ac5
match_first_index = 0
run = CommandListSparkleHairA

[TextureOverrideSparkleHairADiffuse]
hash = a4f91fac
run = CommandListSparkleHairADiffuse

[TextureOverrideSparkleHairALightMap]
hash = df96b015
run = CommandListSparkleHairALightMap

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

[CommandListSparkleHeadPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceSparkleHeadPosition.0
	vb2 = ResourceSparkleHeadBlend.0
	draw = 3384,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceSparkleHeadPosition.1
	vb2 = ResourceSparkleHeadBlend.1
	draw = 3384,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceSparkleHeadPosition.2
	vb2 = ResourceSparkleHeadBlend.2
	draw = 3384,0
endif

[CommandListSparkleHeadTexcoord]
if $swapvar == 0
	vb1 = ResourceSparkleHeadTexcoord.0
else if $swapvar == 1
	vb1 = ResourceSparkleHeadTexcoord.1
else if $swapvar == 2
	vb1 = ResourceSparkleHeadTexcoord.2
endif

[CommandListSparkleBodyPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceSparkleBodyPosition.0
	vb2 = ResourceSparkleBodyBlend.0
	draw = 26005,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceSparkleBodyPosition.1
	vb2 = ResourceSparkleBodyBlend.1
	draw = 26005,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceSparkleBodyPosition.2
	vb2 = ResourceSparkleBodyBlend.2
	draw = 26005,0
endif

[CommandListSparkleBodyTexcoord]
if $swapvar == 0
	vb1 = ResourceSparkleBodyTexcoord.0
else if $swapvar == 1
	vb1 = ResourceSparkleBodyTexcoord.1
else if $swapvar == 2
	vb1 = ResourceSparkleBodyTexcoord.2
endif

[CommandListSparkleHairPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceSparkleHairPosition.0
	vb2 = ResourceSparkleHairBlend.0
	draw = 2576,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceSparkleHairPosition.1
	vb2 = ResourceSparkleHairBlend.1
	draw = 2576,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceSparkleHairPosition.2
	vb2 = ResourceSparkleHairBlend.2
	draw = 2576,0
endif

[CommandListSparkleHairTexcoord]
if $swapvar == 0
	vb1 = ResourceSparkleHairTexcoord.0
else if $swapvar == 1
	vb1 = ResourceSparkleHairTexcoord.1
else if $swapvar == 2
	vb1 = ResourceSparkleHairTexcoord.2
endif

[CommandListSparkleHeadIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
else if $swapvar == 2
	handling = skip
	drawindexed = auto
endif

[CommandListSparkleHeadA]
if $swapvar == 0
	ib = ResourceSparkleHeadAIB.0
else if $swapvar == 1
	ib = ResourceSparkleHeadAIB.1
	drawindexed = auto
else if $swapvar == 2
	ib = ResourceSparkleHeadAIB.2
endif

[CommandListSparkleHeadADiffuse]
if $swapvar == 0
	this = ResourceSparkleHeadADiffuse.0
else if $swapvar == 1
	this = ResourceSparkleHeadADiffuse.1
else if $swapvar == 2
	this = ResourceSparkleHeadADiffuse.2
endif

[CommandListSparkleHeadALightMap]
if $swapvar == 0
	this = ResourceSparkleHeadALightMap.0
else if $swapvar == 0
	this = ResourceSparkleHeadBLightMap.0
else if $swapvar == 1
	this = ResourceSparkleHeadALightMap.1
else if $swapvar == 1
	this = ResourceSparkleHeadBLightMap.1
else if $swapvar == 2
	this = ResourceSparkleHeadALightMap.2
else if $swapvar == 2
	this = ResourceSparkleHeadBLightMap.2
endif

[CommandListSparkleHeadAShadow]
if $swapvar == 0
	this = ResourceSparkleHeadAShadow.0
else if $swapvar == 0
	this = ResourceSparkleHeadBDiffuse.0
else if $swapvar == 1
	this = ResourceSparkleHeadAShadow.1
else if $swapvar == 1
	this = ResourceSparkleHeadBDiffuse.1
else if $swapvar == 2
	this = ResourceSparkleHeadAShadow.2
else if $swapvar == 2
	this = ResourceSparkleHeadBDiffuse.2
endif

[CommandListSparkleHeadAt3]
if $swapvar == 0
	this = ResourceSparkleHeadAt3.0
else if $swapvar == 0
	this = ResourceSparkleHeadBShadow.0
else if $swapvar == 1
	this = ResourceSparkleHeadAt3.1
else if $swapvar == 1
	this = ResourceSparkleHeadBShadow.1
else if $swapvar == 2
	this = ResourceSparkleHeadAt3.2
else if $swapvar == 2
	this = ResourceSparkleHeadBShadow.2
endif

[CommandListSparkleHeadB]
if $swapvar == 0
	ib = ResourceSparkleHeadBIB.0
else if $swapvar == 1
	ib = ResourceSparkleHeadBIB.1
	drawindexed = auto
else if $swapvar == 2
	ib = ResourceSparkleHeadBIB.2
endif

[CommandListSparkleBodyIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
else if $swapvar == 2
	handling = skip
	drawindexed = auto
endif

[CommandListSparkleBodyA]
if $swapvar == 0
	ib = ResourceSparkleBodyAIB.0
	ps-t0 = ResourceSparkleBodyADiffuse.0
	ps-t1 = ResourceSparkleBodyALightMap.0
else if $swapvar == 1
	ib = ResourceSparkleBodyAIB.1
	ps-t0 = ResourceSparkleBodyADiffuse.1
	ps-t1 = ResourceSparkleBodyALightMap.1
	drawindexed = auto
else if $swapvar == 2
	ib = ResourceSparkleBodyAIB.2
	ps-t0 = ResourceSparkleBodyADiffuse.2
	ps-t1 = ResourceSparkleBodyALightMap.2
endif

[CommandListSparkleBodyB]
if $swapvar == 0
	ib = ResourceSparkleBodyBIB.0
	ps-t0 = ResourceSparkleBodyBDiffuse.0
	ps-t1 = ResourceSparkleBodyBLightMap.0
else if $swapvar == 1
	ib = ResourceSparkleBodyBIB.1
	ps-t0 = ResourceSparkleBodyBDiffuse.1
	ps-t1 = ResourceSparkleBodyBLightMap.1
	drawindexed = auto
else if $swapvar == 2
	ib = ResourceSparkleBodyBIB.2
	ps-t0 = ResourceSparkleBodyBDiffuse.2
	ps-t1 = ResourceSparkleBodyBLightMap.2
endif

[CommandListSparkleBodyC]
if $swapvar == 0
	ib = ResourceSparkleBodyCIB.0
	ps-t0 = ResourceSparkleBodyCDiffuse.0
	ps-t1 = ResourceSparkleBodyCLightMap.0
else if $swapvar == 1
	ib = ResourceSparkleBodyCIB.1
	ps-t0 = ResourceSparkleBodyCDiffuse.1
	ps-t1 = ResourceSparkleBodyCLightMap.1
	run = CustomShaderTransparency.1
else if $swapvar == 2
	ib = ResourceSparkleBodyCIB.2
	ps-t0 = ResourceSparkleBodyCDiffuse.2
	ps-t1 = ResourceSparkleBodyCLightMap.2
endif

[CommandListSparkleHairIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
endif

[CommandListSparkleHairA]
if $swapvar == 0
	ib = ResourceSparkleHairAIB.0
else if $swapvar == 1
	ib = ResourceSparkleHairAIB.1
else if $swapvar == 2
	ib = ResourceSparkleHairAIB.2
endif

[CommandListSparkleHairADiffuse]
if $swapvar == 0
	this = ResourceSparkleHairADiffuse.0
else if $swapvar == 1
	this = ResourceSparkleHairADiffuse.1
else if $swapvar == 2
	this = ResourceSparkleHairADiffuse.2
endif

[CommandListSparkleHairALightMap]
if $swapvar == 0
	this = ResourceSparkleHairALightMap.0
else if $swapvar == 1
	this = ResourceSparkleHairALightMap.1
else if $swapvar == 2
	this = ResourceSparkleHairALightMap.2
endif

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

[ResourceSparkleHeadPosition.0]
type = Buffer
stride = 40
filename = .\0sparkleMod-default\SparkleHeadPosition.buf

[ResourceSparkleHeadBlend.0]
type = Buffer
stride = 32
filename = .\0sparkleMod-default\SparkleHeadBlend.buf

[ResourceSparkleHeadTexcoord.0]
type = Buffer
stride = 8
filename = .\0sparkleMod-default\SparkleHeadTexcoord.buf

[ResourceSparkleBodyPosition.0]
type = Buffer
stride = 40
filename = .\0sparkleMod-default\SparkleBodyPosition.buf

[ResourceSparkleBodyBlend.0]
type = Buffer
stride = 32
filename = .\0sparkleMod-default\SparkleBodyBlend.buf

[ResourceSparkleBodyTexcoord.0]
type = Buffer
stride = 20
filename = .\0sparkleMod-default\SparkleBodyTexcoord.buf

[ResourceSparkleHairPosition.0]
type = Buffer
stride = 40
filename = .\0sparkleMod-default\SparkleHairPosition.buf

[ResourceSparkleHairBlend.0]
type = Buffer
stride = 32
filename = .\0sparkleMod-default\SparkleHairBlend.buf

[ResourceSparkleHairTexcoord.0]
type = Buffer
stride = 8
filename = .\0sparkleMod-default\SparkleHairTexcoord.buf

[ResourceSparkleHeadAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleHeadA.ib

[ResourceSparkleHeadBIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleHeadB.ib

[ResourceSparkleBodyAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleBodyA.ib

[ResourceSparkleBodyBIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleBodyB.ib

[ResourceSparkleBodyCIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleBodyC.ib

[ResourceSparkleHairAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\0sparkleMod-default\SparkleHairA.ib

[ResourceSparkleHeadADiffuse.0]
filename = .\0sparkleMod-default\SparkleHeadADiffuse.dds

[ResourceSparkleHeadALightMap.0]
filename = .\0sparkleMod-default\SparkleHeadALightMap.dds

[ResourceSparkleHeadAShadow.0]
filename = .\0sparkleMod-default\SparkleHeadAShadow.dds

[ResourceSparkleHeadAt3.0]
filename = .\0sparkleMod-default\SparkleHeadAt3.dds

[ResourceSparkleHeadBDiffuse.0]
filename = .\0sparkleMod-default\SparkleHeadBDiffuse.dds

[ResourceSparkleHeadBLightMap.0]
filename = .\0sparkleMod-default\SparkleHeadBLightMap.dds

[ResourceSparkleHeadBShadow.0]
filename = .\0sparkleMod-default\SparkleHeadBShadow.dds

[ResourceSparkleBodyADiffuse.0]
filename = .\0sparkleMod-default\SparkleBodyADiffuse.dds

[ResourceSparkleBodyALightMap.0]
filename = .\0sparkleMod-default\SparkleBodyALightMap.dds

[ResourceSparkleBodyBDiffuse.0]
filename = .\0sparkleMod-default\SparkleBodyBDiffuse.dds

[ResourceSparkleBodyBLightMap.0]
filename = .\0sparkleMod-default\SparkleBodyBLightMap.dds

[ResourceSparkleBodyCDiffuse.0]
filename = .\0sparkleMod-default\SparkleBodyCDiffuse.dds

[ResourceSparkleBodyCLightMap.0]
filename = .\0sparkleMod-default\SparkleBodyCLightMap.dds

[ResourceSparkleHairADiffuse.0]
filename = .\0sparkleMod-default\SparkleHairADiffuse.dds

[ResourceSparkleHairALightMap.0]
filename = .\0sparkleMod-default\SparkleHairALightMap.dds

[ResourceSparkleHeadPosition.1]
type = Buffer
stride = 40
filename = .\1sparkleMod-Tse\SparkleHeadPosition.buf

[ResourceSparkleHeadBlend.1]
type = Buffer
stride = 32
filename = .\1sparkleMod-Tse\SparkleHeadBlend.buf

[ResourceSparkleHeadTexcoord.1]
type = Buffer
stride = 8
filename = .\1sparkleMod-Tse\SparkleHeadTexcoord.buf

[ResourceSparkleBodyPosition.1]
type = Buffer
stride = 40
filename = .\1sparkleMod-Tse\SparkleBodyPosition.buf

[ResourceSparkleBodyBlend.1]
type = Buffer
stride = 32
filename = .\1sparkleMod-Tse\SparkleBodyBlend.buf

[ResourceSparkleBodyTexcoord.1]
type = Buffer
stride = 20
filename = .\1sparkleMod-Tse\SparkleBodyTexcoord.buf

[ResourceSparkleHairPosition.1]
type = Buffer
stride = 40
filename = .\1sparkleMod-Tse\SparkleHairPosition.buf

[ResourceSparkleHairBlend.1]
type = Buffer
stride = 32
filename = .\1sparkleMod-Tse\SparkleHairBlend.buf

[ResourceSparkleHairTexcoord.1]
type = Buffer
stride = 8
filename = .\1sparkleMod-Tse\SparkleHairTexcoord.buf

[ResourceSparkleHeadAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleHeadA.ib

[ResourceSparkleHeadBIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleHeadB.ib

[ResourceSparkleBodyAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleBodyA.ib

[ResourceSparkleBodyBIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleBodyB.ib

[ResourceSparkleBodyCIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleBodyC.ib

[ResourceSparkleHairAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\1sparkleMod-Tse\SparkleHairA.ib

[ResourceSparkleHeadADiffuse.1]
filename = .\1sparkleMod-Tse\SparkleHeadADiffuse.dds

[ResourceSparkleHeadALightMap.1]
filename = .\1sparkleMod-Tse\SparkleHeadALightMap.dds

[ResourceSparkleHeadAShadow.1]
filename = .\1sparkleMod-Tse\SparkleHeadAShadow.dds

[ResourceSparkleHeadAt3.1]
filename = .\1sparkleMod-Tse\SparkleHeadAt3.dds

[ResourceSparkleHeadBDiffuse.1]
filename = .\1sparkleMod-Tse\SparkleHeadBDiffuse.dds

[ResourceSparkleHeadBLightMap.1]
filename = .\1sparkleMod-Tse\SparkleHeadBLightMap.dds

[ResourceSparkleHeadBShadow.1]
filename = .\1sparkleMod-Tse\SparkleHeadBShadow.dds

[ResourceSparkleBodyADiffuse.1]
filename = .\1sparkleMod-Tse\SparkleBodyADiffuse.dds

[ResourceSparkleBodyALightMap.1]
filename = .\1sparkleMod-Tse\SparkleBodyALightMap.dds

[ResourceSparkleBodyBDiffuse.1]
filename = .\1sparkleMod-Tse\SparkleBodyBDiffuse.dds

[ResourceSparkleBodyBLightMap.1]
filename = .\1sparkleMod-Tse\SparkleBodyBLightMap.dds

[ResourceSparkleBodyCDiffuse.1]
filename = .\1sparkleMod-Tse\SparkleBodyCDiffuse.dds

[ResourceSparkleBodyCLightMap.1]
filename = .\1sparkleMod-Tse\SparkleBodyCLightMap.dds

[ResourceSparkleHairADiffuse.1]
filename = .\1sparkleMod-Tse\SparkleHairADiffuse.dds

[ResourceSparkleHairALightMap.1]
filename = .\1sparkleMod-Tse\SparkleHairALightMap.dds

[ResourceSparkleHeadPosition.2]
type = Buffer
stride = 40
filename = .\2sparkleMod-Breasts exposed\SparkleHeadPosition.buf

[ResourceSparkleHeadBlend.2]
type = Buffer
stride = 32
filename = .\2sparkleMod-Breasts exposed\SparkleHeadBlend.buf

[ResourceSparkleHeadTexcoord.2]
type = Buffer
stride = 8
filename = .\2sparkleMod-Breasts exposed\SparkleHeadTexcoord.buf

[ResourceSparkleBodyPosition.2]
type = Buffer
stride = 40
filename = .\2sparkleMod-Breasts exposed\SparkleBodyPosition.buf

[ResourceSparkleBodyBlend.2]
type = Buffer
stride = 32
filename = .\2sparkleMod-Breasts exposed\SparkleBodyBlend.buf

[ResourceSparkleBodyTexcoord.2]
type = Buffer
stride = 20
filename = .\2sparkleMod-Breasts exposed\SparkleBodyTexcoord.buf

[ResourceSparkleHairPosition.2]
type = Buffer
stride = 40
filename = .\2sparkleMod-Breasts exposed\SparkleHairPosition.buf

[ResourceSparkleHairBlend.2]
type = Buffer
stride = 32
filename = .\2sparkleMod-Breasts exposed\SparkleHairBlend.buf

[ResourceSparkleHairTexcoord.2]
type = Buffer
stride = 8
filename = .\2sparkleMod-Breasts exposed\SparkleHairTexcoord.buf

[ResourceSparkleHeadAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleHeadA.ib

[ResourceSparkleHeadBIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleHeadB.ib

[ResourceSparkleBodyAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleBodyA.ib

[ResourceSparkleBodyBIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleBodyB.ib

[ResourceSparkleBodyCIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleBodyC.ib

[ResourceSparkleHairAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\2sparkleMod-Breasts exposed\SparkleHairA.ib

[ResourceSparkleHeadADiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadADiffuse.dds

[ResourceSparkleHeadALightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadALightMap.dds

[ResourceSparkleHeadAShadow.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadAShadow.dds

[ResourceSparkleHeadAt3.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadAt3.dds

[ResourceSparkleHeadBDiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadBDiffuse.dds

[ResourceSparkleHeadBLightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadBLightMap.dds

[ResourceSparkleHeadBShadow.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHeadBShadow.dds

[ResourceSparkleBodyADiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyADiffuse.dds

[ResourceSparkleBodyALightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyALightMap.dds

[ResourceSparkleBodyBDiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyBDiffuse.dds

[ResourceSparkleBodyBLightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyBLightMap.dds

[ResourceSparkleBodyCDiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyCDiffuse.dds

[ResourceSparkleBodyCLightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleBodyCLightMap.dds

[ResourceSparkleHairADiffuse.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHairADiffuse.dds

[ResourceSparkleHairALightMap.2]
filename = .\2sparkleMod-Breasts exposed\SparkleHairALightMap.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