//HUD VS 38. Part of weapon wheel during tutorial.
// ---- Created with 3Dmigoto v0.6.181 on Thu Oct 26 18:56:12 2023

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 : SV_Position0,
  uint v1 : COLOR1,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : 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));
  
  bitmask.x = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.x = (((uint)v1.x << 2) & bitmask.x) | ((uint)2 & ~bitmask.x);
  r0.x = (uint)r0.x;
  r0.xy = float2(0.100000001,1.10000002) + r0.xx;
  r0.xy = (uint2)r0.xy;
  o0.x = dot(v0.xyzw, vfuniforms[r0.x].xyzw);
  o0.y = dot(v0.xyzw, vfuniforms[r0.y].xyzw);
  r0.x = (uint)v1.x << 2;
  r0.x = (uint)r0.x;
  r0.xy = float2(0.100000001,1.10000002) + r0.xx;
  r0.xy = (uint2)r0.xy;
  o1.x = dot(v0.xyzw, vfuniforms[r0.x].xyzw);
  o1.y = dot(v0.xyzw, vfuniforms[r0.y].xyzw);
  o1.zw = float2(0,1);
  if (iniparams10.w==1 && (iniparams10.y==2 || (iniparams10.y==1 && (o1.x>-0.3 || o1.y<0.5) && (o1.x<0.4 || o1.y<0.4) && (o1.x>-0.5 || o1.y>-0.5) && (o1.x<0.5 || o1.y>-0.5)))) {
    o1.x+=adjust_from_depth_buffer(0,0,250,5.0);
  //} else if (iniparams3.w!=10) {
  } else {
    o1.x+=stereo.x*iniparams10.x;
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.181 on Thu Oct 26 18:56:12 2023
//
//
// 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
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0     NONE   float   xyzw
// COLOR                    1   x           1     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_Position              0   xyzw        1      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.x
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 1
bfi r0.x, l(30), l(2), v1.x, l(2)
utof r0.x, r0.x
add r0.xy, r0.xxxx, l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
dp4 o0.x, v0.xyzw, cb0[r0.x + 0].xyzw
dp4 o0.y, v0.xyzw, cb0[r0.y + 0].xyzw
ishl r0.x, v1.x, l(2)
utof r0.x, r0.x
add r0.xy, r0.xxxx, l(0.100000, 1.100000, 0.000000, 0.000000)
ftou r0.xy, r0.xyxx
dp4 o1.x, v0.xyzw, cb0[r0.x + 0].xyzw
dp4 o1.y, v0.xyzw, cb0[r0.y + 0].xyzw
mov o1.zw, l(0,0,0,1.000000)
ret
// Approximately 14 instruction slots used

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