//crosshair
// ---- Created with 3Dmigoto v0.6.164 on Sat Aug 31 16:01:46 2024
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

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

cbuffer cb1 : register(b1)
{
  float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}





// 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);
Texture2DArray<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, elements = 0;
    float z;
	float4 stereo = StereoParams.Load(0);

    DepthBuffer.GetDimensions(width, height, elements);

    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(int4(x, y, 0, 0)).x;
    if (z == 0)
        return 0;

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

float adjust_from_depth_buffer(float x, float y)
{
    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;

    // 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 < 255; i++) {
        offset += distance / 255;

        // Calculate depth for this point on the line:
        w = (separation * convergence*26.3150311) / (separation - offset);
		sampled_w = world_z_from_depth_buffer(x + offset * stereo.z, 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 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(14,0));
float4 testeo = IniParams.Load(int2(90,0));
float cursor_showing  = IniParams[1].z;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.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;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;
  o1.xyzw = cb0[2].xyzw * v1.xyzw;
  o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
  o3.xyzw = v0.xyzw;
  r0.xy = cb3[6].xy * cb1[6].yy;
  r0.xy = cb3[5].xy * cb1[6].xx + r0.xy;
  r0.xy = r0.ww / abs(r0.xy);
  r0.xy = cb0[6].xy * float2(0.25,0.25) + abs(r0.xy);
  o4.zw = float2(0.25,0.25) / r0.xy;
  r0.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[4].xyzw);
  r0.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r0.xyzw);
  r0.xy = v0.xy * float2(2,2) + -r0.xy;
  o4.xy = r0.xy + -r0.zw;
  
  
//if (o0.w ==1 &&  (abs(o0.x) < 0.1) && (abs(o0.y) < 0.1) )
//{
//	o0.x+=adjust_from_depth_buffer(0,0);
//}

if (texFilter.x == 51)
	{
	o0.x+=adjust_from_depth_buffer(0,0);
	}

if (o0.w != 1)
	{	
	o0.x -= s.x * (o0.w - s.y);  
	}


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sat Aug 31 16:01:46 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
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[7], immediateIndexed
dcl_constantbuffer CB1[7], 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_output o4.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.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 r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mov o3.xyzw, v0.xyzw
mul r0.xy, cb1[6].yyyy, cb3[6].xyxx
mad r0.xy, cb3[5].xyxx, cb1[6].xxxx, r0.xyxx
div r0.xy, r0.wwww, |r0.xyxx|
mad r0.xy, cb0[6].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r0.xyxx|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.xxxy
max r0.xyzw, cb0[4].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r0.xyzw, r0.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r0.xyxx
add o4.xy, -r0.zwzz, r0.xyxx
ret
// Approximately 0 instruction slots used

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