#include "libforest/gbi_extensions.h"
#include "PR/gbi.h"
#include "evw_anime.h"
#include "c_keyframe.h"
#include "ac_npc.h"
#include "ef_effect_control.h"

u8 ef_hirameki01_0[] ATTRIBUTE_ALIGN(32) = {
#include "assets/ef_hirameki01_0.inc"
};

Vtx ef_hirameki01_den_v[] = {
#include "assets/ef_hirameki01_den_v.inc"
};

Gfx ef_hirameki01_den_modelT[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetCombineLERP(PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
                       COMBINED),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_XLU_SURF2),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_IA, G_IM_SIZ_8b, 32, 16, ef_hirameki01_0),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 0, GX_MIRROR, GX_MIRROR, 0, 0),
    gsSPLoadGeometryMode(G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(ef_hirameki01_den_v, 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 1, 3, 2, 0, 0, 0),
    gsSPEndDisplayList(),
};

u8 ef_hirameki01_1[] ATTRIBUTE_ALIGN(32) = {
#include "assets/ef_hirameki01_1.inc"
};

Vtx ef_hirameki01_hikari_v[] = {
#include "assets/ef_hirameki01_hikari_v.inc"
};

Gfx ef_hirameki01_hikari_modelT[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetCombineLERP(PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
                       COMBINED),
    gsDPSetEnvColor(50, 50, 0, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_CLD_SURF2),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_I, G_IM_SIZ_4b, 16, 16, ef_hirameki01_1),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 15, GX_MIRROR, GX_MIRROR, 0, 0),
    gsSPLoadGeometryMode(G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(ef_hirameki01_hikari_v, 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 1, 3, 2, 0, 0, 0),
    gsSPEndDisplayList(),
};
