// HUD Crosshair

cbuffer PER_BATCH : register(b0)
{
  row_major float4x4 cCompositeMat : packoffset(c0);
}



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

#include <ShaderFixes/crosshair.hlsl>

void main( 
  int4 v0 : POSITION0,
  float4 v1 : COLOR0,
  out float4 o0 : SV_Position0,
  out float4 o1 : COLOR0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = (int2)v0.xy;
  r0.z = 1;
  o0.x = dot(cCompositeMat._m00_m01_m03, r0.xyz);
  o0.y = dot(cCompositeMat._m10_m11_m13, r0.xyz);
  o0.z = dot(cCompositeMat._m20_m21_m23, r0.xyz);
  o0.w = dot(cCompositeMat._m30_m31_m33, r0.xyz);
  
  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  
  float4 tex_filter = IniParams.Load(int2(2,0));
  if (tex_filter.x == 2)
	  {
	  //o0.x += stereo.x * 0.5;
	  //if(o0.x > -0.1 & o0.x < 0.1)
	  if(o0.y > -0.4)
	  {
	  o0.x += stereo.x * iniParams.x;
	  }
	  //o0.x += adjust_from_depth_buffer(0,0);
	  }
  
  o1.xyzw = v1.xyzw;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.2.34 on Fri Apr 29 18:23:40 2016
//
//
// Buffer Definitions: 
//
// cbuffer PER_BATCH
// {
//
//   row_major float4x4 cCompositeMat;  // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PER_BATCH                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE     int   xy  
// COLOR                    0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_temps 1
itof r0.xy, v0.xyxx
mov r0.z, l(1.000000)
dp3 o0.x, cb0[0].xywx, r0.xyzx
dp3 o0.y, cb0[1].xywx, r0.xyzx
dp3 o0.z, cb0[2].xywx, r0.xyzx
dp3 o0.w, cb0[3].xywx, r0.xyzx
mov o1.xyzw, v1.xyzw
ret 
// Approximately 8 instruction slots used

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