//HUD crosshair
// ---- Created with 3Dmigoto v1.3.16 on Sat Feb 10 15:37:39 2024
cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

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

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

#include <crosshair.hlsl>

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;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  
 float cursor_showing  = IniParams[1].z;
 float4 s = StereoParams.Load(0);
 float CrossFade  = (adjust_from_depth_buffer (0,0)) / s.x;
 float4 CrossText = IniParams.Load(int2(14,0));
 float4 testeo = IniParams.Load(int2(90,0));
 float4 Reading = IniParams.Load(int2(16,0));
 float4 Gameplay = IniParams.Load(int2(17,0));


  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  o0.xyzw = cb1[3].xyzw * v0.wwww + r0.xyzw;
  o1.xyzw = cb0[6].xyzw * v1.xyzw;
  o2.xy = v2.xy;
  o3.xyzw = v0.xyzw;
  



  
if (Reading.x != 1 && Gameplay.x == 1 && !cursor_showing && o0.y >-0.19 && CrossFade >= 0.1){
o0.x += adjust_from_depth_buffer (0,0);
}

if (CrossText.x == 14 && CrossFade >= 0.5 ) { o0 = 0;} // fade if far



  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Feb 10 15:37:39 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[7], immediateIndexed
dcl_constantbuffer cb1[4], 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 1
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
mad o0.xyzw, cb1[3].xyzw, v0.wwww, r0.xyzw
mul o1.xyzw, v1.xyzw, cb0[6].xyzw
mov o2.xy, v2.xyxx
mov o3.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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