//more hud
// ---- Created with 3Dmigoto v1.3.16 on Sat Feb 10 16:46:29 2024
cbuffer cb3 : register(b3)
{
  float4 cb3[4];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[19];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[33];
}




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

#include <crosshair.hlsl>

void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : COLOR0,
  float4 v3 : TEXCOORD0,
  float2 v4 : TEXCOORD1,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : COLOR1,
  out float o3 : TEXCOORD0,
  out float3 p3 : TEXCOORD4,
  out float4 o4 : TEXCOORD1,
  out float4 o5 : TEXCOORD2,
  out float4 o6 : TEXCOORD3)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float cursor_showing  = IniParams[1].z;

  r0.xy = cb0[27].zw + v0.xy;
  r1.xyzw = cb2[1].xyzw * r0.yyyy;
  r1.xyzw = cb2[0].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[2].xyzw * v0.zzzz + r1.xyzw;
  r1.xyzw = cb2[3].xyzw * v0.wwww + r1.xyzw;
  o0.xyzw = r1.xyzw;
  o1.xyzw = cb0[7].xyzw * v2.xyzw;
  o2.w = cb0[9].w * v2.w;
  o2.xyz = cb0[9].xyz;
  r1.xyz = cb2[13].xyz * r0.yyy;
  r1.xyz = cb2[12].xyz * r0.xxx + r1.xyz;
  o6.xy = r0.xy;
  r0.xyz = cb2[14].xyz * v0.zzz + r1.xyz;
  r0.xyz = cb2[15].xyz * v0.www + r0.xyz;
  r0.xyz = cb1[4].xyz + -r0.xyz;
  r1.xyz = cb0[16].xyz * r0.yyy;
  r1.xyz = cb0[15].xyz * r0.xxx + r1.xyz;
  p3.xyz = cb0[17].xyz * r0.zzz + r1.xyz;
  o3.x = v2.w;
  r0.w = 0.000244140625 * v4.x;
  r2.z = floor(r0.w);
  r2.w = -r2.z * 4096 + v4.x;
  o4.zw = float2(0.001953125,0.001953125) * r2.zw;
  o4.xy = v3.xy;
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r1.x = cb2[16].x * v1.x;
  r1.y = cb2[17].x * v1.x;
  r1.z = cb2[18].x * v1.x;
  r2.x = cb2[16].y * v1.y;
  r2.y = cb2[17].y * v1.y;
  r2.z = cb2[18].y * v1.y;
  r1.xyz = r2.xyz + r1.xyz;
  r2.x = cb2[16].z * v1.z;
  r2.y = cb2[17].z * v1.z;
  r2.z = cb2[18].z * v1.z;
  r1.xyz = r2.xyz + r1.xyz;
  r0.w = dot(r1.xyz, r1.xyz);
  r0.w = rsqrt(r0.w);
  r1.xyz = r1.xyz * r0.www;
  r0.x = dot(r1.xyz, r0.xyz);
  r0.yz = cb3[1].xy * cb1[6].yy;
  r0.yz = cb3[0].xy * cb1[6].xx + r0.yz;
  r0.yz = cb0[32].yz * abs(r0.yz);
  r0.yz = r1.ww / r0.yz;
  r0.w = dot(r0.yz, r0.yz);
  o6.zw = float2(0.5,0.5) / r0.yz;
  r0.y = rsqrt(r0.w);
  r0.z = cb0[32].x * abs(v4.y);
  r0.y = r0.z * r0.y;
  r0.z = 1.5 * r0.y;
  r0.w = 1 + -cb0[32].w;
  r0.w = r0.z * r0.w;
  r0.y = r0.y * 1.5 + -r0.w;
  r0.x = abs(r0.x) * r0.y + r0.w;
  r0.y = cmp(cb3[3].w == 0.000000);
  r0.y = r0.y ? r0.x : r0.z;
  r0.x = cmp(0 >= v4.y);
  r0.x = r0.x ? 1.000000 : 0;
  r0.z = cb0[26].z + -cb0[26].y;
  r0.x = r0.x * r0.z + cb0[26].y;
  r0.x = r0.x / cb0[32].x;
  r0.z = cb0[26].w * cb0[8].x;
  r0.w = r0.z * 0.5 + r0.x;
  o5.yw = r0.yw;
  r0.x = 0.5 / r0.y;
  r0.y = -cb0[10].x * cb0[26].w + 1;
  r0.y = -cb0[8].y * cb0[26].w + r0.y;
  r0.y = r0.y * 0.5 + -r0.x;
  o5.x = r0.y + -r0.w;
  r0.y = 0.5 + -r0.w;
  o5.z = r0.y + r0.x;
  
  
//if (!cursor_showing){
//o0.x += adjust_from_depth_buffer (0,0);
//}
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat Feb 10 16:46:29 2024
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// NORMAL                   0   xyz         1     NONE   float   xyz
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     NONE   float   xy
// TEXCOORD                 1   xy          4     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
// COLOR                    1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   x           3     NONE   float   x
// TEXCOORD                 4    yzw        3     NONE   float    yzw
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   xyzw        5     NONE   float   xyzw
// TEXCOORD                 3   xyzw        6     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[33], immediateIndexed
dcl_constantbuffer cb1[7], immediateIndexed
dcl_constantbuffer cb2[19], immediateIndexed
dcl_constantbuffer cb3[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_input v2.xyzw
dcl_input v3.xy
dcl_input v4.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.x
dcl_output o3.yzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_temps 3
add r0.xy, v0.xyxx, cb0[27].zwzz
mul r1.xyzw, r0.yyyy, cb2[1].xyzw
mad r1.xyzw, cb2[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[2].xyzw, v0.zzzz, r1.xyzw
mad r1.xyzw, cb2[3].xyzw, v0.wwww, r1.xyzw
mov o0.xyzw, r1.xyzw
mul o1.xyzw, v2.xyzw, cb0[7].xyzw
mul o2.w, v2.w, cb0[9].w
mov o2.xyz, cb0[9].xyzx
mul r1.xyz, r0.yyyy, cb2[13].xyzx
mad r1.xyz, cb2[12].xyzx, r0.xxxx, r1.xyzx
mov o6.xy, r0.xyxx
mad r0.xyz, cb2[14].xyzx, v0.zzzz, r1.xyzx
mad r0.xyz, cb2[15].xyzx, v0.wwww, r0.xyzx
add r0.xyz, -r0.xyzx, cb1[4].xyzx
mul r1.xyz, r0.yyyy, cb0[16].xyzx
mad r1.xyz, cb0[15].xyzx, r0.xxxx, r1.xyzx
mad o3.yzw, cb0[17].xxyz, r0.zzzz, r1.xxyz
mov o3.x, v2.w
mul r0.w, v4.x, l(0.000244140625)
round_ni r2.z, r0.w
mad r2.w, -r2.z, l(4096.000000), v4.x
mul o4.zw, r2.zzzw, l(0.000000, 0.000000, 0.00195312500, 0.00195312500)
mov o4.xy, v3.xyxx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
mul r1.x, v1.x, cb2[16].x
mul r1.y, v1.x, cb2[17].x
mul r1.z, v1.x, cb2[18].x
mul r2.x, v1.y, cb2[16].y
mul r2.y, v1.y, cb2[17].y
mul r2.z, v1.y, cb2[18].y
add r1.xyz, r1.xyzx, r2.xyzx
mul r2.x, v1.z, cb2[16].z
mul r2.y, v1.z, cb2[17].z
mul r2.z, v1.z, cb2[18].z
add r1.xyz, r1.xyzx, r2.xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.x, r1.xyzx, r0.xyzx
mul r0.yz, cb1[6].yyyy, cb3[1].xxyx
mad r0.yz, cb3[0].xxyx, cb1[6].xxxx, r0.yyzy
mul r0.yz, |r0.yyzy|, cb0[32].yyzy
div r0.yz, r1.wwww, r0.yyzy
dp2 r0.w, r0.yzyy, r0.yzyy
div o6.zw, l(0.000000, 0.000000, 0.500000, 0.500000), r0.yyyz
rsq r0.y, r0.w
mul r0.z, |v4.y|, cb0[32].x
mul r0.y, r0.y, r0.z
mul r0.z, r0.y, l(1.500000)
add r0.w, -cb0[32].w, l(1.000000)
mul r0.w, r0.w, r0.z
mad r0.y, r0.y, l(1.500000), -r0.w
mad r0.x, |r0.x|, r0.y, r0.w
eq r0.y, cb3[3].w, l(0.000000)
movc r0.y, r0.y, r0.x, r0.z
ge r0.x, l(0.000000), v4.y
and r0.x, r0.x, l(0x3f800000)
add r0.z, -cb0[26].y, cb0[26].z
mad r0.x, r0.x, r0.z, cb0[26].y
div r0.x, r0.x, cb0[32].x
mul r0.z, cb0[8].x, cb0[26].w
mad r0.w, r0.z, l(0.500000), r0.x
mov o5.yw, r0.yyyw
div r0.x, l(0.500000), r0.y
mad r0.y, -cb0[10].x, cb0[26].w, l(1.000000)
mad r0.y, -cb0[8].y, cb0[26].w, r0.y
mad r0.y, r0.y, l(0.500000), -r0.x
add o5.x, -r0.w, r0.y
add r0.y, -r0.w, l(0.500000)
add o5.z, r0.x, r0.y
ret
// Approximately 0 instruction slots used

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