#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_koke_yuki01_0_inta_ia8[] ATTRIBUTE_ALIGN(32) = {
#include "assets/ef_koke_yuki01_0_inta_ia8.inc"
};

u8 ef_koke_yuki01_1_inta_ia8[] = {
#include "assets/ef_koke_yuki01_1_inta_ia8.inc"
};

u8 ef_koke_yuki01_2_inta_ia8[] = {
#include "assets/ef_koke_yuki01_2_inta_ia8.inc"
};

u8 ef_koke_yuki01_3_inta_ia8[] = {
#include "assets/ef_koke_yuki01_3_inta_ia8.inc"
};

Vtx ef_koke_yuki01_00_v[] = {
#include "assets/ef_koke_yuki01_00_v.inc"
};

Gfx ef_koke_yuki01_00_modelT[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsDPSetCombineLERP(1, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, COMBINED, 0, SHADE, ENVIRONMENT, 0, 0,
                       0, COMBINED),
    gsDPSetPrimColor(0, 255, 100, 160, 240, 255),
    gsDPSetEnvColor(0, 0, 0, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_IA, G_IM_SIZ_8b, 16, 16, anime_1_txt),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 0, GX_REPEAT, GX_REPEAT, 0, 0),
    gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsSPVertex(ef_koke_yuki01_00_v, 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 1, 3, 2, 0, 0, 0),
    gsSPEndDisplayList(),
};
