//Crosshair VS 1.
// ---- Created with geo-11 v0.7.10 on Sun Aug  9 17:30:01 2026

cbuffer vertexBuffer : register(b0)
{
  float4x4 ProjectionMatrix : packoffset(c0);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
//Texture2DArray<float> DepthBuffer : register(t110);
//
//static const float near = 0.00001;
//static const float far = 1;
//
//float world_z_from_depth_buffer(float x, float y, int eye)
//{
//    uint width, height, elements = 0;
//    float z;
//
//    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, eye, 0)).x;
//    if (z == 0)
//        return 0;
//
//  return (far*near/((1-z)*near) + (far*z));
//}
//
//float adjust_from_depth_buffer(float x, float y, float numsamples, float convmult)
//{
//    float4 stereo = StereoParams.Load(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*0.001; // Z = X offset from center
//    distance = separation - offset;         // Total distance to cover (separation - starting X offset)
//
//    old_offset = offset;
//    for (i = 0; i < numsamples; i++) {
//        offset += distance / numsamples;
//
//        // Calculate depth for this point on the line:
//        w = (separation * convergence*convmult) / (separation - offset);
//		
//		sampled_w = world_z_from_depth_buffer(x + offset, y, 0);
//        //sampled_w = world_z_from_depth_buffer(x + offset * stereo.z, y);
//		
//		//float left = min((x + offset * stereo.z), 0);
//        //float right = max((x - offset * stereo.z), 0);
//        //float left_sampled_w = world_z_from_depth_buffer(left, y, 0);
//        //float right_sampled_w = world_z_from_depth_buffer(right, y, 1);
//        //sampled_w = max(left_sampled_w, right_sampled_w);
//		
//        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(
  float2 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.xyzw = ProjectionMatrix._m01_m11_m21_m31 * v0.yyyy;
  r0.xyzw = ProjectionMatrix._m00_m10_m20_m30 * v0.xxxx + r0.xyzw;
  o0.xyzw = ProjectionMatrix._m03_m13_m23_m33 + r0.xyzw;
  o1.xyzw = v1.xyzw;
  o2.xy = v2.xy;
  if (o0.w==1.0 && iniparams3.w==22) {
    o0.x+=stereo.x*0.5;
	//o0.x+=adjust_from_depth_buffer(0,0,300,100.1);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.7.10 on Sun Aug  9 17:30:01 2026
//
//
// Buffer Definitions:
//
// cbuffer vertexBuffer
// {
//
//   float4x4 ProjectionMatrix;         // Offset:    0 Size:    64
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// vertexBuffer                      cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xy          0     NONE   float   xy
// 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
//
vs_4_0
dcl_constantbuffer CB0[4], immediateIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 1
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
mov o1.xyzw, v1.xyzw
mov o2.xy, v2.xyxx
ret
// Approximately 6 instruction slots used

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