//HUD VS 1.
// ---- Created with 3Dmigoto v1.3.16 on Sat May 22 12:53:44 2021
cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
// Depth buffer copied to this input with 3Dmigoto:
// Texture2D<float> DepthBuffer : register(t110);
Texture2D<float> DepthBuffer : register(t110);



static const float near = 0.0001;
static const float far = 1;

float world_z_from_depth_buffer(float x, float y)
{
    uint width, height;
    float z;

    DepthBuffer.GetDimensions(width, height);

    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(int3(x, y, 0)).x;
    if (z == 1)
        return 0;

  return (far*near/((z)*near) + (far*z));
}

float adjust_from_depth_buffer(float x, float y)
{
    float4 stereo = StereoParams.Load(0);
	if (stereo.x==0) {return 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; // Z = X offset from center
    distance = separation - offset;         // Total distance to cover (separation - starting X offset)

    old_offset = offset;
    for (i = 0; i < 5000; i++) {
        offset += distance / 5000.0;

        // Calculate depth for this point on the line:
        w = (separation * convergence*0.1) / (separation - offset);

        sampled_w = world_z_from_depth_buffer(x + offset, y);
        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(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float2 v3 : ATTRIBUTE3,
  float4 v4 : ATTRIBUTE4,
  float4 v5 : ATTRIBUTE5,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : TEXCOORD2,
  out float4 o5 : TEXCOORD3)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.xyzw = cb0[1].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[0].xyzw + r0.xyzw;
  o0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v5.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  o1.w = v5.w;
  o2.xy = v3.xy;
  o2.zw = v2.xy;
  o3.xyzw = v4.xyzw;
  o4.xy = v1.xy;
  o5.xyzw = v0.xyzw;
  if (iniparams3.w==1 && o0.x>-0.1 && o0.x<0.1 && o0.y>-0.1 && o0.y<0.1) {
    o0.x+=adjust_from_depth_buffer(0,0);
  } else if (iniparams3.w==2) {
    //o0.x+=adjust_from_depth_buffer(o0.x,o0.y);
	o0.x+=stereo.x*0.4;
  } else {
    o0.x+=stereo.x*0.4;
  }
  //o0=0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sat May 22 12:53:44 2021
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xy          3     NONE   float   xy
// ATTRIBUTE                4   xyzw        4     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        5     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
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xy          4     NONE   float   xy
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xy
dcl_output o5.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[1].xyzw
mad r0.xyzw, v2.xxxx, cb0[0].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
max r0.xyz, v5.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r1.xyz, r0.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mov o1.w, v5.w
mov o2.xy, v3.xyxx
mov o2.zw, v2.xxxy
mov o3.xyzw, v4.xyzw
mov o4.xy, v1.xyxx
mov o5.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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