//Nioh 2 HUD VS at depth.
// ---- Created with 3Dmigoto v1.3.16 on Fri Feb 05 16:01:17 2021

cbuffer _Globals : register(b0)
{
  float4 cDiff : packoffset(c0);
  float4 cAmb : packoffset(c1);
  row_major float4x4 mW2P : packoffset(c2);
  float4 mL2W[3] : packoffset(c6);
  float Gamma : packoffset(c9);
}



// 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;
	float numsamples = IniParams[6].x;
    for (i = 0; i < numsamples; i++) {
        offset += distance / numsamples;

        // Calculate depth for this point on the line:
        w = (separation * convergence*0.00001) / (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 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Position0,
  out float4 o1 : TEXCOORD0,
  out float2 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams9 = IniParams.Load(int2(9,0));
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.x = dot(v0.xyzw, mL2W[1].xyzw);
  r0.xyzw = mW2P._m10_m11_m12_m13 * r0.xxxx;
  r1.x = dot(v0.xyzw, mL2W[0].xyzw);
  r0.xyzw = r1.xxxx * mW2P._m00_m01_m02_m03 + r0.xyzw;
  r1.x = dot(v0.xyzw, mL2W[2].xyzw);
  r0.xyzw = r1.xxxx * mW2P._m20_m21_m22_m23 + r0.xyzw;
  o0.xyzw = v0.wwww * mW2P._m30_m31_m32_m33 + r0.xyzw;
  r0.x = cmp(Gamma != 1.000000);
  r1.xyzw = cDiff.xyzw * v1.xyzw;
  r1.xyzw = cAmb.xyzw * r1.xyzw;
  r0.yzw = log2(abs(r1.xyz));
  r0.yzw = Gamma * r0.yzw;
  r0.yzw = exp2(r0.yzw);
  o1.xyz = r0.xxx ? r0.yzw : r1.xyz;
  o1.w = r1.w;
  o2.xy = v2.xy;
  o0.x-=stereo.x*(o0.w-stereo.y);
  if (iniparams3.w!=10) {
    o0.x+=stereo.x*iniparams9.x*o0.w;
	o0.x=o0.x*iniparams9.y;
	//o0.x+=stereo.x*(o0.w-stereo.y);
	//o0.x+=adjust_from_depth_buffer(0,0);
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.16 on Fri Feb 05 16:01:17 2021
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   float4 cDiff;                      // Offset:    0 Size:    16
//   float4 cAmb;                       // Offset:   16 Size:    16
//   row_major float4x4 mW2P;           // Offset:   32 Size:    64
//   float4 mL2W[3];                    // Offset:   96 Size:    48
//   float Gamma;                       // Offset:  144 Size:     4
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// 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
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xy          2     NONE   float   xy
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[10], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_temps 2
dp4 r0.x, v0.xyzw, cb0[7].xyzw
mul r0.xyzw, r0.xxxx, cb0[3].xyzw
dp4 r1.x, v0.xyzw, cb0[6].xyzw
mad r0.xyzw, r1.xxxx, cb0[2].xyzw, r0.xyzw
dp4 r1.x, v0.xyzw, cb0[8].xyzw
mad r0.xyzw, r1.xxxx, cb0[4].xyzw, r0.xyzw
mad o0.xyzw, v0.wwww, cb0[5].xyzw, r0.xyzw
ne r0.x, cb0[9].x, l(1.000000)
mul r1.xyzw, v1.xyzw, cb0[0].xyzw
mul r1.xyzw, r1.xyzw, cb0[1].xyzw
log r0.yzw, |r1.xxyz|
mul r0.yzw, r0.yyzw, cb0[9].xxxx
exp r0.yzw, r0.yyzw
movc o1.xyz, r0.xxxx, r0.yzwy, r1.xyzx
mov o1.w, r1.w
mov o2.xy, v2.xyxx
ret
// Approximately 17 instruction slots used

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