// ALIEN WORDS
// ---- Created with 3Dmigoto v0.6.164 on Sat Aug 31 18:14:21 2024
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[1];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[8];
}





// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
Texture2D<float> DepthBuffer : register(t110);



static const float near = 0.0001;
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)
{
    
	//float4 depth = IniParams.Load(int2(90,0));
	float4 stereo = StereoParams.Load(0);
	float4 testeo = IniParams.Load(int2(90,0));
	if (stereo.x==0) {return 0;}
    float separation = stereo.x; float convergence = stereo.y;
    float old_offset, offset, w, sampled_w, distance;
    uint i;


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

    old_offset = offset;
    for (i = 0; i < 255; i++) {
        offset += distance / 255.0;

        // Calculate depth for this point on the line:
        w = (separation * convergence*7.5) / (separation - offset);

        sampled_w = world_z_from_depth_buffer(x + offset, y);
		if (sampled_w == 0)
            //return separation;
		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 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(65,0));
float4 testeo = IniParams.Load(int2(90,0));
float cursor_showing  = IniParams[1].z; 

  r0.x = 35 * cb0[6].z;
  r0.x = cb1[0].y * cb0[7].z + r0.x;
  r0.y = 53 + r0.x;
  r0.y = floor(r0.y);
  r0.z = 1 + r0.y;
  r0.yz = float2(0.0109999999,0.0109999999) * r0.yz;
  r0.yz = frac(r0.yz);
  r0.w = 7.5 + r0.z;
  r0.z = r0.z * r0.w;
  r0.w = r0.z + r0.z;
  r0.z = r0.z * r0.w;
  r0.w = 7.5 + r0.y;
  r0.y = r0.y * r0.w;
  r0.w = r0.y + r0.y;
  r0.y = r0.y * r0.w;
  r0.yzw = frac(r0.yzx);
  r0.z = r0.z + -r0.y;
  r0.x = floor(r0.x);
  r1.x = r0.w * r0.w;
  r0.w = -r0.w * 2 + 3;
  r0.w = r1.x * r0.w;
  r1.x = r0.w * r0.z + r0.y;
  r0.y = 1 + r0.x;
  r0.xy = float2(0.0109999999,0.0109999999) * r0.xy;
  r0.xy = frac(r0.xy);
  r0.z = 7.5 + r0.y;
  r0.y = r0.y * r0.z;
  r0.z = r0.y + r0.y;
  r0.y = r0.y * r0.z;
  r0.z = 7.5 + r0.x;
  r0.x = r0.x * r0.z;
  r0.z = r0.x + r0.x;
  r0.x = r0.x * r0.z;
  r0.xy = frac(r0.xy);
  r0.y = r0.y + -r0.x;
  r1.y = r0.w * r0.y + r0.x;
  r0.xy = r1.xy * float2(2,2) + float2(-1,-1);
  r0.xy = r0.xy * cb0[7].yy + v0.xy;
  r1.xyzw = cb2[1].xyzw * r0.yyyy;
  r1.xyzw = cb2[0].xyzw * r0.xxxx + r1.xyzw;
  o3.xy = r0.xy;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o1.xyzw = cb0[2].xyzw * v1.xyzw;
  o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
  o3.zw = v0.zw;
  
if (o0.w == 1 && !cursor_showing  )  
	{
	o0.x+=adjust_from_depth_buffer(0,0);
	}  
  

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sat Aug 31 18:14:21 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[8], immediateIndexed
dcl_constantbuffer CB1[1], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_temps 2
mul r0.x, cb0[6].z, l(35.000000)
mad r0.x, cb1[0].y, cb0[7].z, r0.x
add r0.y, r0.x, l(53.000000)
round_ni r0.y, r0.y
add r0.z, r0.y, l(1.000000)
mul r0.yz, r0.yyzy, l(0.000000, 0.011000, 0.011000, 0.000000)
frc r0.yz, r0.yyzy
add r0.w, r0.z, l(7.500000)
mul r0.z, r0.w, r0.z
add r0.w, r0.z, r0.z
mul r0.z, r0.w, r0.z
add r0.w, r0.y, l(7.500000)
mul r0.y, r0.w, r0.y
add r0.w, r0.y, r0.y
mul r0.y, r0.w, r0.y
frc r0.yzw, r0.yyzx
add r0.z, -r0.y, r0.z
round_ni r0.x, r0.x
mul r1.x, r0.w, r0.w
mad r0.w, -r0.w, l(2.000000), l(3.000000)
mul r0.w, r0.w, r1.x
mad r1.x, r0.w, r0.z, r0.y
add r0.y, r0.x, l(1.000000)
mul r0.xy, r0.xyxx, l(0.011000, 0.011000, 0.000000, 0.000000)
frc r0.xy, r0.xyxx
add r0.z, r0.y, l(7.500000)
mul r0.y, r0.z, r0.y
add r0.z, r0.y, r0.y
mul r0.y, r0.z, r0.y
add r0.z, r0.x, l(7.500000)
mul r0.x, r0.z, r0.x
add r0.z, r0.x, r0.x
mul r0.x, r0.z, r0.x
frc r0.xy, r0.xyxx
add r0.y, -r0.x, r0.y
mad r1.y, r0.w, r0.y, r0.x
mad r0.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mad r0.xy, r0.xyxx, cb0[7].yyyy, v0.xyxx
mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mov o3.xy, r0.xyxx
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r1.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mov o3.zw, v0.zzzw
ret
// Approximately 0 instruction slots used

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