; Merged Mod: .\Default\Xiangling.ini, .\Default (NF)\Xiangling.ini, .\Default (THS)\Xiangling.ini, .\Default (THS, NF)\Xiangling.ini, .\Skimpy\Xiangling.ini, .\Skimpy (NF)\Xiangling.ini, .\Skimpy (THS)\Xiangling.ini, .\Skimpy (THS, NF)\Xiangling.ini

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

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

[KeySwap]
condition = $active == 1
key = ]
back = [
type = cycle
$swapvar = 0,1,2,3,4,5,6,7
$creditinfo = 0

[Present]
post $active = 0

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

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

[TextureOverrideXianglingPosition]
hash = 9427917d
run = CommandListXianglingPosition
$active = 1

[TextureOverrideXianglingBlend]
hash = 2b663556
run = CommandListXianglingBlend

[TextureOverrideXianglingTexcoord]
hash = 29744879
run = CommandListXianglingTexcoord

[TextureOverrideXianglingVertexLimitRaise]
hash = 94523bab

[TextureOverrideXianglingIB]
hash = 5363ff5d
run = CommandListXianglingIB

[TextureOverrideXianglingHead]
hash = 5363ff5d
match_first_index = 0
run = CommandListXianglingHead

[TextureOverrideXianglingBody]
hash = 5363ff5d
match_first_index = 11964
run = CommandListXianglingBody

[TextureOverrideXianglingDress]
hash = 5363ff5d
match_first_index = 48120
run = CommandListXianglingDress

[TextureOverrideXianglingFaceHeadDiffuse]
hash = 1d353f0b
run = CommandListXianglingFaceHeadDiffuse

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

[CommandListXianglingPosition]
if $swapvar == 0
	vb0 = ResourceXianglingPosition.0
else if $swapvar == 1
	vb0 = ResourceXianglingPosition.1
else if $swapvar == 2
	vb0 = ResourceXianglingPosition.2
else if $swapvar == 3
	vb0 = ResourceXianglingPosition.3
else if $swapvar == 4
	vb0 = ResourceXianglingPosition.4
else if $swapvar == 5
	vb0 = ResourceXianglingPosition.5
else if $swapvar == 6
	vb0 = ResourceXianglingPosition.6
else if $swapvar == 7
	vb0 = ResourceXianglingPosition.7
endif

[CommandListXianglingBlend]
if $swapvar == 0
	vb1 = ResourceXianglingBlend.0
	handling = skip
	draw = 150194,0
else if $swapvar == 1
	vb1 = ResourceXianglingBlend.1
	handling = skip
	draw = 149454,0
else if $swapvar == 2
	vb1 = ResourceXianglingBlend.2
	handling = skip
	draw = 128265,0
else if $swapvar == 3
	vb1 = ResourceXianglingBlend.3
	handling = skip
	draw = 127525,0
else if $swapvar == 4
	vb1 = ResourceXianglingBlend.4
	handling = skip
	draw = 151003,0
else if $swapvar == 5
	vb1 = ResourceXianglingBlend.5
	handling = skip
	draw = 150263,0
else if $swapvar == 6
	vb1 = ResourceXianglingBlend.6
	handling = skip
	draw = 129074,0
else if $swapvar == 7
	vb1 = ResourceXianglingBlend.7
	handling = skip
	draw = 128334,0
endif

[CommandListXianglingTexcoord]
if $swapvar == 0
	vb1 = ResourceXianglingTexcoord.0
else if $swapvar == 1
	vb1 = ResourceXianglingTexcoord.1
else if $swapvar == 2
	vb1 = ResourceXianglingTexcoord.2
else if $swapvar == 3
	vb1 = ResourceXianglingTexcoord.3
else if $swapvar == 4
	vb1 = ResourceXianglingTexcoord.4
else if $swapvar == 5
	vb1 = ResourceXianglingTexcoord.5
else if $swapvar == 6
	vb1 = ResourceXianglingTexcoord.6
else if $swapvar == 7
	vb1 = ResourceXianglingTexcoord.7
endif

[CommandListXianglingIB]
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
else if $swapvar == 7
	handling = skip
	drawindexed = auto
endif

[CommandListXianglingHead]
if $swapvar == 0
	ib = ResourceXianglingHeadIB.0
	ps-t0 = ResourceXianglingHeadDiffuse.0
	ps-t1 = ResourceXianglingHeadLightMap.0
else if $swapvar == 1
	ib = ResourceXianglingHeadIB.1
	ps-t0 = ResourceXianglingHeadDiffuse.1
	ps-t1 = ResourceXianglingHeadLightMap.1
else if $swapvar == 2
	ib = ResourceXianglingHeadIB.2
	ps-t0 = ResourceXianglingHeadDiffuse.2
	ps-t1 = ResourceXianglingHeadLightMap.2
else if $swapvar == 3
	ib = ResourceXianglingHeadIB.3
	ps-t0 = ResourceXianglingHeadDiffuse.3
	ps-t1 = ResourceXianglingHeadLightMap.3
else if $swapvar == 4
	ib = ResourceXianglingHeadIB.4
	ps-t0 = ResourceXianglingHeadDiffuse.4
	ps-t1 = ResourceXianglingHeadLightMap.4
else if $swapvar == 5
	ib = ResourceXianglingHeadIB.5
	ps-t0 = ResourceXianglingHeadDiffuse.5
	ps-t1 = ResourceXianglingHeadLightMap.5
else if $swapvar == 6
	ib = ResourceXianglingHeadIB.6
	ps-t0 = ResourceXianglingHeadDiffuse.6
	ps-t1 = ResourceXianglingHeadLightMap.6
else if $swapvar == 7
	ib = ResourceXianglingHeadIB.7
	ps-t0 = ResourceXianglingHeadDiffuse.7
	ps-t1 = ResourceXianglingHeadLightMap.7
endif

[CommandListXianglingBody]
if $swapvar == 0
	ib = ResourceXianglingBodyIB.0
	ps-t0 = ResourceXianglingBodyDiffuse.0
	ps-t1 = ResourceXianglingBodyLightMap.0
else if $swapvar == 1
	ib = ResourceXianglingBodyIB.1
	ps-t0 = ResourceXianglingBodyDiffuse.1
	ps-t1 = ResourceXianglingBodyLightMap.1
else if $swapvar == 2
	ib = ResourceXianglingBodyIB.2
	ps-t0 = ResourceXianglingBodyDiffuse.2
	ps-t1 = ResourceXianglingBodyLightMap.2
else if $swapvar == 3
	ib = ResourceXianglingBodyIB.3
	ps-t0 = ResourceXianglingBodyDiffuse.3
	ps-t1 = ResourceXianglingBodyLightMap.3
else if $swapvar == 4
	ib = ResourceXianglingBodyIB.4
	ps-t0 = ResourceXianglingBodyDiffuse.4
	ps-t1 = ResourceXianglingBodyLightMap.4
else if $swapvar == 5
	ib = ResourceXianglingBodyIB.5
	ps-t0 = ResourceXianglingBodyDiffuse.5
	ps-t1 = ResourceXianglingBodyLightMap.5
else if $swapvar == 6
	ib = ResourceXianglingBodyIB.6
	ps-t0 = ResourceXianglingBodyDiffuse.6
	ps-t1 = ResourceXianglingBodyLightMap.6
else if $swapvar == 7
	ib = ResourceXianglingBodyIB.7
	ps-t0 = ResourceXianglingBodyDiffuse.7
	ps-t1 = ResourceXianglingBodyLightMap.7
endif

[CommandListXianglingDress]
if $swapvar == 0
	ib = ResourceXianglingDressIB.0
	ps-t0 = ResourceXianglingDressDiffuse.0
	ps-t1 = ResourceXianglingDressLightMap.0
else if $swapvar == 1
	ib = null
	ps-t0 = ResourceXianglingDressDiffuse.1
	ps-t1 = ResourceXianglingDressLightMap.1
else if $swapvar == 2
	ib = ResourceXianglingDressIB.2
	ps-t0 = ResourceXianglingDressDiffuse.2
	ps-t1 = ResourceXianglingDressLightMap.2
else if $swapvar == 3
	ib = null
	ps-t0 = ResourceXianglingDressDiffuse.3
	ps-t1 = ResourceXianglingDressLightMap.3
else if $swapvar == 4
	ib = ResourceXianglingDressIB.4
	ps-t0 = ResourceXianglingDressDiffuse.4
	ps-t1 = ResourceXianglingDressLightMap.4
else if $swapvar == 5
	ib = null
	ps-t0 = ResourceXianglingDressDiffuse.5
	ps-t1 = ResourceXianglingDressLightMap.5
else if $swapvar == 6
	ib = ResourceXianglingDressIB.6
	ps-t0 = ResourceXianglingDressDiffuse.6
	ps-t1 = ResourceXianglingDressLightMap.6
else if $swapvar == 7
	ib = null
	ps-t0 = ResourceXianglingDressDiffuse.7
	ps-t1 = ResourceXianglingDressLightMap.7
endif

[CommandListXianglingFaceHeadDiffuse]
if $swapvar == 0
	ps-t0 = ResourceXianglingFaceHeadDiffuse.0
else if $swapvar == 1
	ps-t0 = ResourceXianglingFaceHeadDiffuse.1
else if $swapvar == 2
	ps-t0 = ResourceXianglingFaceHeadDiffuse.2
else if $swapvar == 3
	ps-t0 = ResourceXianglingFaceHeadDiffuse.3
else if $swapvar == 4
	ps-t0 = ResourceXianglingFaceHeadDiffuse.4
else if $swapvar == 5
	ps-t0 = ResourceXianglingFaceHeadDiffuse.5
else if $swapvar == 6
	ps-t0 = ResourceXianglingFaceHeadDiffuse.6
else if $swapvar == 7
	ps-t0 = ResourceXianglingFaceHeadDiffuse.7
endif

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

[ResourceXianglingPosition.0]
type = Buffer
stride = 40
filename = .\Default\XianglingPosition.buf

[ResourceXianglingBlend.0]
type = Buffer
stride = 32
filename = .\Default\XianglingBlend.buf

[ResourceXianglingTexcoord.0]
type = Buffer
stride = 20
filename = .\Default\XianglingTexcoord.buf

[ResourceXianglingHeadIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingBody.ib

[ResourceXianglingDressIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingDress.ib

[ResourceXianglingHeadDiffuse.0]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.0]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.0]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.0]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.0]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.0]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.0]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.1]
type = Buffer
stride = 40
filename = .\Default (NF)\XianglingPosition.buf

[ResourceXianglingBlend.1]
type = Buffer
stride = 32
filename = .\Default (NF)\XianglingBlend.buf

[ResourceXianglingTexcoord.1]
type = Buffer
stride = 20
filename = .\Default (NF)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingBody.ib

[ResourceXianglingDressIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (NF)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.1]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.1]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.1]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.1]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.1]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.1]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.1]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.2]
type = Buffer
stride = 40
filename = .\Default (THS)\XianglingPosition.buf

[ResourceXianglingBlend.2]
type = Buffer
stride = 32
filename = .\Default (THS)\XianglingBlend.buf

[ResourceXianglingTexcoord.2]
type = Buffer
stride = 20
filename = .\Default (THS)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (THS)\XianglingBody.ib

[ResourceXianglingDressIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (THS)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.2]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.2]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.2]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.2]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.2]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.2]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.2]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.3]
type = Buffer
stride = 40
filename = .\Default (THS, NF)\XianglingPosition.buf

[ResourceXianglingBlend.3]
type = Buffer
stride = 32
filename = .\Default (THS, NF)\XianglingBlend.buf

[ResourceXianglingTexcoord.3]
type = Buffer
stride = 20
filename = .\Default (THS, NF)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (THS)\XianglingBody.ib

[ResourceXianglingDressIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (NF)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.3]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.3]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.3]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.3]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.3]
filename = .\Default\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.3]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.3]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.4]
type = Buffer
stride = 40
filename = .\Skimpy\XianglingPosition.buf

[ResourceXianglingBlend.4]
type = Buffer
stride = 32
filename = .\Skimpy\XianglingBlend.buf

[ResourceXianglingTexcoord.4]
type = Buffer
stride = 20
filename = .\Skimpy\XianglingTexcoord.buf

[ResourceXianglingHeadIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy\XianglingBody.ib

[ResourceXianglingDressIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy\XianglingDress.ib

[ResourceXianglingHeadDiffuse.4]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.4]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.4]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.4]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.4]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.4]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.4]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.5]
type = Buffer
stride = 40
filename = .\Skimpy (NF)\XianglingPosition.buf

[ResourceXianglingBlend.5]
type = Buffer
stride = 32
filename = .\Skimpy (NF)\XianglingBlend.buf

[ResourceXianglingTexcoord.5]
type = Buffer
stride = 20
filename = .\Skimpy (NF)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy\XianglingBody.ib

[ResourceXianglingDressIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (NF)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.5]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.5]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.5]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.5]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.5]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.5]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.5]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.6]
type = Buffer
stride = 40
filename = .\Skimpy (THS)\XianglingPosition.buf

[ResourceXianglingBlend.6]
type = Buffer
stride = 32
filename = .\Skimpy (THS)\XianglingBlend.buf

[ResourceXianglingTexcoord.6]
type = Buffer
stride = 20
filename = .\Skimpy (THS)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy (THS)\XianglingBody.ib

[ResourceXianglingDressIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy (THS)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.6]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.6]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.6]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.6]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.6]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.6]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.6]
filename = .\Default\XianglingFaceHeadDiffuse.dds

[ResourceXianglingPosition.7]
type = Buffer
stride = 40
filename = .\Skimpy (THS, NF)\XianglingPosition.buf

[ResourceXianglingBlend.7]
type = Buffer
stride = 32
filename = .\Skimpy (THS, NF)\XianglingBlend.buf

[ResourceXianglingTexcoord.7]
type = Buffer
stride = 20
filename = .\Skimpy (THS, NF)\XianglingTexcoord.buf

[ResourceXianglingHeadIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default\XianglingHead.ib

[ResourceXianglingBodyIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Skimpy (THS)\XianglingBody.ib

[ResourceXianglingDressIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Default (NF)\XianglingDress.ib

[ResourceXianglingHeadDiffuse.7]
filename = .\Default\XianglingHeadDiffuse.dds

[ResourceXianglingHeadLightMap.7]
filename = .\Default\XianglingHeadLightMap.dds

[ResourceXianglingBodyDiffuse.7]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingBodyLightMap.7]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingDressDiffuse.7]
filename = .\Skimpy\XianglingBodyDiffuse.dds

[ResourceXianglingDressLightMap.7]
filename = .\Default\XianglingBodyLightMap.dds

[ResourceXianglingFaceHeadDiffuse.7]
filename = .\Default\XianglingFaceHeadDiffuse.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

; 4.1 Character Fix 
[TextureOverride41FixVertexLimitRaise0]
hash = 1db7148c
match_priority = 1