// ---- Created with 3Dmigoto v1.3.16 on Sun Dec 18 13:27:23 2022
cbuffer cb2 : register(b2)
{
  float4 cb2[3];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[40];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
// Depth buffer copied to this input with 3Dmigoto:
Texture2D<float> DepthBuffer : register(t110);



static const float near = 0.00001;
static const float far = 1;

float world_z_from_depth_buffer(float x, float y)
{
    uint width, height;
    float z;

    DepthBuffer.GetDimensions(width, height);

    x = min(max((x / 2 + 0.5) * width, 0), width - 1);
    y = min(max((-y / 2 + 0.5) * height, 0), height - 1);
    z = DepthBuffer.Load(int3(x, y, 0)).x;
    if (z == 1)
        return 0;

  return (far*near/((z)*near) + (far*z));
}

float adjust_from_depth_buffer(float x, float y, float numsamples, float convMult)
{
    float4 stereo = StereoParams.Load(0);
	if (stereo.x==0) {return 0;}
    float separation = stereo.x; float convergence = stereo.y;
    float old_offset, offset, w, sampled_w, distance;
    uint i;

    // Stereo cursor: To improve the accuracy of the stereo cursor, we
    // sample a number of points on the depth buffer, starting at the near
    // clipping plane and working towards original x + separation.
    //
    // You can think of this as a line in three dimensional space that
    // starts at each eye and stretches out towards infinity. We sample 255
    // points along this line (evenly spaced in the X axis) and compare
    // with the depth buffer to find where the line is first intersected.
    //
    // Note: The reason for sampling 255 points came from a restriction in
    // DX9/SM3 where loops had to run a constant number of iterations and
    // there was no way to set that number from within the shader itself.
    // I'm not sure if the same restriction applies in DX11 with SM4/5 - if
    // it doesn't, we could change this to check each pixel instead for
    // better accuracy.
    //
    // Based on DarkStarSword's stereo crosshair code originally developed
    // for Miasmata, adapted to Unity, then translated to HLSL.

    offset = (near - convergence) * separation*0; // Z = X offset from center
    distance = separation - offset;         // Total distance to cover (separation - starting X offset)

    old_offset = offset;
    for (i = 0; i < numsamples; i++) {
        offset += distance / numsamples;

        // Calculate depth for this point on the line:
        w = (separation * convergence*convMult) / (separation - offset);

        sampled_w = world_z_from_depth_buffer(x + offset, y);
        if (sampled_w == 0)
            return separation;

        // If the sampled depth is closer than the calculated depth,
        // we have found something that intersects the line, so exit
        // the loop and return the last point that was not intersected:
        if (w > sampled_w)
            break;

        old_offset = offset;
    }

    return old_offset;
}

void main(
  float3 v0 : POSITION0,
  float4 v1 : COLOR0,
  float4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float2 v4 : TEXCOORD2,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : TEXCOORD2,
  out float4 o3 : SV_Position0)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  
  r0.x = dot(v2.yx, v3.xy);
  r1.xyz = v0.xyz;
  r1.w = 1;
  r2.x = dot(r1.xyzw, cb2[0].xyzw);
  r2.y = dot(r1.xyzw, cb2[1].xyzw);
  r2.z = dot(r1.xyzw, cb2[2].xyzw);
  r0.xyz = cb1[37].xyz * r0.xxx + r2.xyz;
  r0.w = v3.y * v2.y;
  r0.w = v2.x * v3.x + -r0.w;
  r0.xyz = cb1[39].xyz * r0.www + r0.xyz;
  r1.xyz = -cb1[36].xyz + r0.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  o0.xyzw = float4(1,1,1,1) / r0.wwww;
  r1.xyz = r1.xyz * r0.www + -r1.xyz;
  r0.xyz = r1.xyz + r0.xyz;
  r0.w = 1;
  o1.z = dot(r0.xyzw, cb1[10].xyzw);
  o1.xy = v4.xy;
  o2.xyzw = v1.xyzw;
  o3.x = dot(r0.xyzw, cb1[0].xyzw);
  o3.y = dot(r0.xyzw, cb1[1].xyzw);
  o3.z = dot(r0.xyzw, cb1[2].xyzw);
  o3.w = dot(r0.xyzw, cb1[3].xyzw);
  o3.x-=stereo.x*(o3.w-stereo.y);
  o3.x+=adjust_from_depth_buffer(o3.x,o3.y,250,5.0)*o3.w;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Dec 18 13:27:23 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyz         0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyz         2     NONE   float   xy
// TEXCOORD                 1   xy          3     NONE   float   xy
// TEXCOORD                 2   xy          4     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyz         1     NONE   float   xyz
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// SV_Position              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB1[40], immediateIndexed
dcl_constantbuffer CB2[3], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xy
dcl_output o0.xyzw
dcl_output o1.xyz
dcl_output o2.xyzw
dcl_output_siv o3.xyzw, position
dcl_temps 3
dp2 r0.x, v2.yxyy, v3.xyxx
mov r1.xyz, v0.xyzx
mov r1.w, l(1.000000)
dp4 r2.x, r1.xyzw, cb2[0].xyzw
dp4 r2.y, r1.xyzw, cb2[1].xyzw
dp4 r2.z, r1.xyzw, cb2[2].xyzw
mad r0.xyz, cb1[37].xyzx, r0.xxxx, r2.xyzx
mul r0.w, v2.y, v3.y
mad r0.w, v2.x, v3.x, -r0.w
mad r0.xyz, cb1[39].xyzx, r0.wwww, r0.xyzx
add r1.xyz, r0.xyzx, -cb1[36].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
div o0.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000), r0.wwww
mad r1.xyz, r1.xyzx, r0.wwww, -r1.xyzx
add r0.xyz, r0.xyzx, r1.xyzx
mov r0.w, l(1.000000)
dp4 o1.z, r0.xyzw, cb1[10].xyzw
mov o1.xy, v4.xyxx
mov o2.xyzw, v1.xyzw
dp4 o3.x, r0.xyzw, cb1[0].xyzw
dp4 o3.y, r0.xyzw, cb1[1].xyzw
dp4 o3.z, r0.xyzw, cb1[2].xyzw
dp4 o3.w, r0.xyzw, cb1[3].xyzw
ret
// Approximately 0 instruction slots used

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
