// HUD - Shot X when target hit
cbuffer cb0 : register(b0)
{
  float4 cb0[48];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
#include <crosshair.hlsl>


void main(
  float4 v0 : ATTRIBUTE2,
  float4 v1 : ATTRIBUTE3,
  float4 v2 : ATTRIBUTE0,
  out float4 o0 : ATTRIBUTE2,
  out float4 o1 : ATTRIBUTE3,
  out float4 o2 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = v0.xyzw;
  o1.xyzw = v1.xyzw;
  r0.xy = v1.zz * float2(510.019989,510.019989) + float2(0.100000001,1.10000002);
  r0.xy = (int2)r0.xy;
  o2.x = dot(v2.xyzw, cb0[r0.x+0].xyzw);
  o2.y = dot(v2.xyzw, cb0[r0.y+0].xyzw);
  o2.zw = float2(0,1);
  
float4 stereo = StereoParams.Load(0);
float4 params = IniParams.Load(0);
float crosshair = IniParams.Load(uint2(4,0)).z;
float gameplay = IniParams.Load(uint2(5,0)).z;

if(gameplay && crosshair == 1)
{
	// if(weapon_lowered)
		o2.x += adjust_from_depth_buffer(0,0);
	// else
		// o2.x += adjust_from_stereo2mono_depth_buffer(0,0);
}
else
	o2.x += stereo.x * crosshair;




  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Fri Sep 13 22:01:28 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                2   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                3   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[48], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
mad r0.xy, v1.zzzz, l(510.019989, 510.019989, 0.000000, 0.000000), l(0.100000, 1.100000, 0.000000, 0.000000)
ftoi r0.xy, r0.xyxx
dp4 o2.x, v2.xyzw, cb0[r0.x + 0].xyzw
dp4 o2.y, v2.xyzw, cb0[r0.y + 0].xyzw
mov o2.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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