; Merged Mod: .\GB Bennet Clothed\Bennett.ini, .\GB Bennet Clothed NoBag\Bennett.ini, .\GB Bennet Nude\Bennett.ini, .\GB Bennet Nude NoBag\Bennett.ini

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

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

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

[Present]
post $active = 0

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

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

[TextureOverrideBennettPosition]
hash = 993d1661
run = CommandListBennettPosition
$active = 1

[TextureOverrideBennettBlend]
hash = d4acf3f7
run = CommandListBennettBlend

[TextureOverrideBennettTexcoord]
hash = acde80a4
run = CommandListBennettTexcoord

[TextureOverrideBennettVertexLimitRaise]
hash = 02cf3aa5

[TextureOverrideBennettIB]
hash = f51209fc
run = CommandListBennettIB

[TextureOverrideBennettHead]
hash = f51209fc
match_first_index = 0
run = CommandListBennettHead

[TextureOverrideBennettBody]
hash = f51209fc
match_first_index = 9879
run = CommandListBennettBody

[TextureOverrideBennettFaceHeadDiffuse]
hash = 50f7dc9a
run = CommandListBennettFaceHeadDiffuse

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

[CommandListBennettPosition]
if $swapvar == 0
	vb0 = ResourceBennettPosition.0
else if $swapvar == 1
	vb0 = ResourceBennettPosition.1
else if $swapvar == 2
	vb0 = ResourceBennettPosition.2
else if $swapvar == 3
	vb0 = ResourceBennettPosition.3
endif

[CommandListBennettBlend]
if $swapvar == 0
	vb1 = ResourceBennettBlend.0
	handling = skip
	draw = 26756,0
else if $swapvar == 1
	vb1 = ResourceBennettBlend.1
	handling = skip
	draw = 25286,0
else if $swapvar == 2
	vb1 = ResourceBennettBlend.2
	handling = skip
	draw = 25413,0
else if $swapvar == 3
	vb1 = ResourceBennettBlend.3
	handling = skip
	draw = 23943,0
endif

[CommandListBennettTexcoord]
if $swapvar == 0
	vb1 = ResourceBennettTexcoord.0
else if $swapvar == 1
	vb1 = ResourceBennettTexcoord.1
else if $swapvar == 2
	vb1 = ResourceBennettTexcoord.2
else if $swapvar == 3
	vb1 = ResourceBennettTexcoord.3
endif

[CommandListBennettIB]
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
endif

[CommandListBennettHead]
if $swapvar == 0
	ib = ResourceBennettHeadIB.0
	ps-t0 = ResourceBennettHeadDiffuse.0
	ps-t1 = ResourceBennettHeadLightMap.0
else if $swapvar == 1
	ib = ResourceBennettHeadIB.1
	ps-t0 = ResourceBennettHeadDiffuse.1
	ps-t1 = ResourceBennettHeadLightMap.1
else if $swapvar == 2
	ib = ResourceBennettHeadIB.2
	ps-t0 = ResourceBennettHeadDiffuse.2
	ps-t1 = ResourceBennettHeadLightMap.2
else if $swapvar == 3
	ib = ResourceBennettHeadIB.3
	ps-t0 = ResourceBennettHeadDiffuse.3
	ps-t1 = ResourceBennettHeadLightMap.3
endif

[CommandListBennettBody]
if $swapvar == 0
	ib = ResourceBennettBodyIB.0
	ps-t0 = ResourceBennettBodyDiffuse.0
	ps-t1 = ResourceBennettBodyLightMap.0
else if $swapvar == 1
	ib = ResourceBennettBodyIB.1
	ps-t0 = ResourceBennettBodyDiffuse.1
	ps-t1 = ResourceBennettBodyLightMap.1
else if $swapvar == 2
	ib = ResourceBennettBodyIB.2
	ps-t0 = ResourceBennettBodyDiffuse.2
	ps-t1 = ResourceBennettBodyLightMap.2
else if $swapvar == 3
	ib = ResourceBennettBodyIB.3
	ps-t0 = ResourceBennettBodyDiffuse.3
	ps-t1 = ResourceBennettBodyLightMap.3
endif

[CommandListBennettFaceHeadDiffuse]
if $swapvar == 0
	ps-t0 = ResourceBennettFaceHeadDiffuse.0
else if $swapvar == 1
	ps-t0 = ResourceBennettFaceHeadDiffuse.1
else if $swapvar == 2
	ps-t0 = ResourceBennettFaceHeadDiffuse.2
else if $swapvar == 3
	ps-t0 = ResourceBennettFaceHeadDiffuse.3
endif

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

[ResourceBennettPosition.0]
type = Buffer
stride = 40
filename = .\GB Bennet Clothed\BennettPosition.buf

[ResourceBennettBlend.0]
type = Buffer
stride = 32
filename = .\GB Bennet Clothed\BennettBlend.buf

[ResourceBennettTexcoord.0]
type = Buffer
stride = 12
filename = .\GB Bennet Clothed\BennettTexcoord.buf

[ResourceBennettHeadIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Clothed\BennettHead.ib

[ResourceBennettBodyIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Clothed\BennettBody.ib

[ResourceBennettHeadDiffuse.0]
filename = .\GB Bennet Clothed\BennettHeadDiffuse.dds

[ResourceBennettHeadLightMap.0]
filename = .\GB Bennet Clothed\BennettHeadLightMap.dds

[ResourceBennettBodyDiffuse.0]
filename = .\GB Bennet Clothed\BennettBodyDiffuse.dds

[ResourceBennettBodyLightMap.0]
filename = .\GB Bennet Clothed\BennettBodyLightMap.dds

[ResourceBennettFaceHeadDiffuse.0]
filename = .\GB Bennet Clothed\BennettFaceHeadDiffuse.dds

[ResourceBennettPosition.1]
type = Buffer
stride = 40
filename = .\GB Bennet Clothed NoBag\BennettPosition.buf

[ResourceBennettBlend.1]
type = Buffer
stride = 32
filename = .\GB Bennet Clothed NoBag\BennettBlend.buf

[ResourceBennettTexcoord.1]
type = Buffer
stride = 12
filename = .\GB Bennet Clothed NoBag\BennettTexcoord.buf

[ResourceBennettHeadIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Clothed NoBag\BennettHead.ib

[ResourceBennettBodyIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Clothed NoBag\BennettBody.ib

[ResourceBennettHeadDiffuse.1]
filename = .\GB Bennet Clothed\BennettHeadDiffuse.dds

[ResourceBennettHeadLightMap.1]
filename = .\GB Bennet Clothed\BennettHeadLightMap.dds

[ResourceBennettBodyDiffuse.1]
filename = .\GB Bennet Clothed\BennettBodyDiffuse.dds

[ResourceBennettBodyLightMap.1]
filename = .\GB Bennet Clothed\BennettBodyLightMap.dds

[ResourceBennettFaceHeadDiffuse.1]
filename = .\GB Bennet Clothed\BennettFaceHeadDiffuse.dds

[ResourceBennettPosition.2]
type = Buffer
stride = 40
filename = .\GB Bennet Nude\BennettPosition.buf

[ResourceBennettBlend.2]
type = Buffer
stride = 32
filename = .\GB Bennet Nude\BennettBlend.buf

[ResourceBennettTexcoord.2]
type = Buffer
stride = 12
filename = .\GB Bennet Nude\BennettTexcoord.buf

[ResourceBennettHeadIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Nude\BennettHead.ib

[ResourceBennettBodyIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Nude\BennettBody.ib

[ResourceBennettHeadDiffuse.2]
filename = .\GB Bennet Clothed\BennettHeadDiffuse.dds

[ResourceBennettHeadLightMap.2]
filename = .\GB Bennet Clothed\BennettHeadLightMap.dds

[ResourceBennettBodyDiffuse.2]
filename = .\GB Bennet Clothed\BennettBodyDiffuse.dds

[ResourceBennettBodyLightMap.2]
filename = .\GB Bennet Clothed\BennettBodyLightMap.dds

[ResourceBennettFaceHeadDiffuse.2]
filename = .\GB Bennet Clothed\BennettFaceHeadDiffuse.dds

[ResourceBennettPosition.3]
type = Buffer
stride = 40
filename = .\GB Bennet Nude NoBag\BennettPosition.buf

[ResourceBennettBlend.3]
type = Buffer
stride = 32
filename = .\GB Bennet Nude NoBag\BennettBlend.buf

[ResourceBennettTexcoord.3]
type = Buffer
stride = 12
filename = .\GB Bennet Nude NoBag\BennettTexcoord.buf

[ResourceBennettHeadIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Nude NoBag\BennettHead.ib

[ResourceBennettBodyIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\GB Bennet Nude NoBag\BennettBody.ib

[ResourceBennettHeadDiffuse.3]
filename = .\GB Bennet Clothed\BennettHeadDiffuse.dds

[ResourceBennettHeadLightMap.3]
filename = .\GB Bennet Clothed\BennettHeadLightMap.dds

[ResourceBennettBodyDiffuse.3]
filename = .\GB Bennet Clothed\BennettBodyDiffuse.dds

[ResourceBennettBodyLightMap.3]
filename = .\GB Bennet Clothed\BennettBodyLightMap.dds

[ResourceBennettFaceHeadDiffuse.3]
filename = .\GB Bennet Clothed\BennettFaceHeadDiffuse.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