//hud
    vs_3_0
dcl_fog o9
def c100, 0, 0, 0, 0
def c220, 0, 1, 0.0625, 0.5
def c221, -0.1, 0.1, 0.8, 0
def c222, 0, 0.01, 0.99, 1 // Crosshair texture coordinates
def c247, 0.88, 0.19, 0.0625, 2
dcl_2d s0
dcl_2d s3 // Copy of _CameraDepthTexture
// For loop to improve stereo cursor accuracy:
defi i0, 255, 0, 0, 0
def c227, 0.00390625, 0, 0, 0.5 // 1/i0.x, 0.5
    dcl_color o8
dcl_texcoord o0
dcl_position o10
dcl_position v0
    dcl_texcoord v1
    dcl_color v2
    mov o8, v2
    mad o0.xy, v1, c4, c4.zwzw
    dp4 r10.w, v0, c3
    dp4 r10.z, v0, c2
    dp4 r10.y, v0, c1
    dp4 r10.x, v0, c0
mov r9, r10
mov r11, r10
mov r12, r10
texldl r24, c247.z, s0
mov r25, r24
mov r14.x, c254.x
mov r15.x, c101.y

//mad r11.x, r24.x, c247.x, r11.x

if_eq r15.x, c221.w
mul r25.x, r25.x, -c247.y
add r12.x, r12.x, -r25.x
mov r10, r12
endif

if_eq r14.x, c247.w
if_lt r9.y, c221.y
if_gt r9.y, c221.x
if_gt r9.x, c221.x
if_lt r9.x, c221.y
	mov r30.x, c220.w //-----0.5
mov r20, c101 //---------VSConst1
texldl r31, c220.z, s0

mov r20.w, c150.w // Check if _ZBufferParams is valid

	rcp r20.w, c150.w //--------ZBufferParams
	add r31.w, r20.w, -r31.y	// near - convergence
	mad r20.x, r31.w, r31.x, c220.w	
	mov r20.y, c220.w		// Y sample coord = center
	add r20.z, r20.x, -c220.w	// Z = X offset from center
	add r31.z, r31.x, -r20.z	

	mov r21, r20			// Working copy
	mul r31.w, r31.x, r31.y		
	rep i0
		mad r21.z, r31.z, c227.x, r21.z	

		// Calculate W for this adjustment amount:
		add r21.w, r31.x, -r21.z	// separation - adjustment
		rcp r21.w, r21.w
		mul r21.w, r31.w, r21.w		
		
		mad r21.x, r21.z, c220.w, c220.w 
		texldl r5, r21.xy, s3
		mad r5.x, r5.x, c150.x, c150.y
		add r5.y, c150.z, c150.w 
		mul r5.x, r5.x, r5.y
		rcp r5.x, r5.x
		break_ge r21.w, r5.x

		// Set the output depth to this pixel
		mov r20, r21
	endrep

	// Finally adjust the X coordinate:
	add r11.x, r11.x, r20.z
	mov r10, r11

endif
endif
endif
endif
endif


if_eq r14.x, c247.w
	//mov r10, c100
endif

mov o10, r10
mov o9, r10.z

// approximately 6 instruction slots used
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