//HUD VS 5.
// ---- Created with 3Dmigoto v1.3.16 on Sat Dec 17 13:16:58 2022

cbuffer Constants : register(b0)
{
  float4 vfuniforms[96] : packoffset(c0);
}



// 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(
  float4 v0 : COLOR0,
  float2 v1 : TEXCOORD0,
  float4 v2 : SV_Position0,
  uint v3 : COLOR2,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : COLOR0,
  out float4 o2 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  
  o0.xy = v1.xy;
  r0.x = (uint)v3.x << 2;
  r0.x = (uint)r0.x;
  r0.x = 0.100000001 + r0.x;
  bitmask.y = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.y = (((uint)v3.x << 2) & bitmask.y) | ((uint)2 & ~bitmask.y);
  bitmask.z = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.z = (((uint)v3.x << 2) & bitmask.z) | ((uint)2 & ~bitmask.z);
  bitmask.w = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.w = (((uint)v3.x << 2) & bitmask.w) | ((uint)1 & ~bitmask.w);
  r0.yzw = (uint3)r0.yzw;
  r0.yzw = float3(0.100000001,1.10000002,0.100000001) + r0.yzw;
  r0.xyzw = (uint4)r0.xyzw;
  o1.xyzw = v0.xyzw * vfuniforms[r0.w].xyzw + vfuniforms[r0.x].xyzw;
  o2.x = dot(v2.xyzw, vfuniforms[r0.y].xyzw);
  o2.y = dot(v2.xyzw, vfuniforms[r0.z].xyzw);
  o2.zw = float2(0,1);
  if (iniparams3.w!=10 && iniparams10.w==1 && (iniparams10.y==2 || (iniparams10.y==1 && (o2.x>-0.5 || o2.y<0.5) && (o2.x<0.4 || o2.y<-0.4) && (o2.x>-0.5 || o2.y>-0.5) && (o2.x<0.5 || o2.y>-0.5)))) {
    o2.x+=adjust_from_depth_buffer(0,0,250,5.0);
  } else if (iniparams3.w!=10) {
    o2.x+=stereo.x*iniparams10.x;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v1.3.16 on Sat Dec 17 13:16:58 2022
//
//
// Buffer Definitions:
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[96];             // Offset:    0 Size:  1536
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// SV_Position              0   xyzw        2     NONE   float   xyzw
// COLOR                    2   x           3     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// COLOR                    0   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xyzw
dcl_input v3.x
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 1
mov o0.xy, v1.xyxx
ishl r0.x, v3.x, l(2)
utof r0.x, r0.x
add r0.x, r0.x, l(0.100000)
bfi r0.yzw, l(0, 30, 30, 30), l(0, 2, 2, 2), v3.xxxx, l(0, 2, 2, 1)
utof r0.yzw, r0.yyzw
add r0.yzw, r0.yyzw, l(0.000000, 0.100000, 1.100000, 0.100000)
ftou r0.xyzw, r0.xyzw
mad o1.xyzw, v0.xyzw, cb0[r0.w + 0].xyzw, cb0[r0.x + 0].xyzw
dp4 o2.x, v2.xyzw, cb0[r0.y + 0].xyzw
dp4 o2.y, v2.xyzw, cb0[r0.z + 0].xyzw
mov o2.zw, l(0,0,0,1.000000)
ret
// Approximately 13 instruction slots used

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