//HUD VS 1.
// ---- Created with 3Dmigoto v0.6.164 on Mon May 11 18:44:59 2026
cbuffer cb4 : register(b4)
{
  float4 cb4[276];
}




// 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*0.003; // 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(
  float4 v0 : POSITION0,
  float4 v1 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : TEXCOORD8,
  out float4 o2 : COLOR0,
  out float4 o3 : COLOR1,
  out float4 o4 : TEXCOORD9,
  out float4 o5 : TEXCOORD0,
  out float4 o6 : TEXCOORD1,
  out float4 o7 : TEXCOORD2,
  out float4 o8 : TEXCOORD3,
  out float4 o9 : TEXCOORD4,
  out float4 o10 : TEXCOORD5,
  out float4 o11 : TEXCOORD6,
  out float4 o12 : TEXCOORD7)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  r0.x = dot(cb4[20].xyzw, v0.xyzw);
  r0.y = dot(cb4[21].xyzw, v0.xyzw);
  r0.z = dot(cb4[22].xyzw, v0.xyzw);
  r0.w = dot(cb4[23].xyzw, v0.xyzw);
  o5.xy = v1.xy;
  o6.xy = v1.xy;
  o0.xyzw = r0.xyzw;
  
  if (o0.w==1 && iniparams11.x==1 && iniparams3.w!=10) {
    o0.x+=adjust_from_depth_buffer(0,0,300,0.215);
  }
  
  o1.xyzw = r0.xyzw;
  o4.xyzw = float4(1,0,0,0);
  o2.xyzw = float4(1,1,1,1);
  o3.xyzw = float4(0,0,0,1);
  o5.zw = float2(0,1);
  o6.zw = float2(0,1);
  o7.xyzw = float4(0,0,0,1);
  o8.xyzw = float4(0,0,0,1);
  o9.xyzw = float4(0,0,0,1);
  o10.xyzw = float4(0,0,0,1);
  o11.xyzw = float4(0,0,0,1);
  o12.xyzw = float4(0,0,0,1);
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Mon May 11 18:44:59 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xyzw        1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 8   xyzw        1     NONE   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
// COLOR                    1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 9   xyzw        4     NONE   float   xyzw
// TEXCOORD                 0   xyzw        5     NONE   float   xyzw
// TEXCOORD                 1   xyzw        6     NONE   float   xyzw
// TEXCOORD                 2   xyzw        7     NONE   float   xyzw
// TEXCOORD                 3   xyzw        8     NONE   float   xyzw
// TEXCOORD                 4   xyzw        9     NONE   float   xyzw
// TEXCOORD                 5   xyzw       10     NONE   float   xyzw
// TEXCOORD                 6   xyzw       11     NONE   float   xyzw
// TEXCOORD                 7   xyzw       12     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB4[276], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xyzw
dcl_output o6.xyzw
dcl_output o7.xyzw
dcl_output o8.xyzw
dcl_output o9.xyzw
dcl_output o10.xyzw
dcl_output o11.xyzw
dcl_output o12.xyzw
dcl_temps 1
dp4 r0.x, cb4[20].xyzw, v0.xyzw
dp4 r0.y, cb4[21].xyzw, v0.xyzw
dp4 r0.z, cb4[22].xyzw, v0.xyzw
dp4 r0.w, cb4[23].xyzw, v0.xyzw
mov o5.xy, v1.xyzw
mov o6.xy, v1.xyzw
mov o0.xyzw, r0.xyzw
mov o1.xyzw, r0.xyzw
mov o4.xyzw, l(1.000000,0,0,0)
mov o2.xyzw, l(1.000000,1.000000,1.000000,1.000000)
mov o3.xyzw, l(0,0,0,1.000000)
mov o5.zw, l(0,0,0,1.000000)
mov o6.zw, l(0,0,0,1.000000)
mov o7.xyzw, l(0,0,0,1.000000)
mov o8.xyzw, l(0,0,0,1.000000)
mov o9.xyzw, l(0,0,0,1.000000)
mov o10.xyzw, l(0,0,0,1.000000)
mov o11.xyzw, l(0,0,0,1.000000)
mov o12.xyzw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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