//HUD 1.
// ---- Created with 3Dmigoto v1.3.11 on Thu Aug 09 17:55:49 2018

cbuffer RenderView : register(b0)
{
  float4x4 uProjectionMatrix : packoffset(c0);
  float4x4 uModelViewMatrix : packoffset(c4);
  float4x4 uInverseProjectionMatrix : packoffset(c8);
  float4x4 uPrevProjection : packoffset(c12);
  float4x4 uInverseModelViewMatrix : packoffset(c16);
  float4x4 uPrevModelView : packoffset(c20);
  float4x4 uRotationMatrix : packoffset(c24);
  float4x4 uInverseRotationMatrix : packoffset(c28);
  float4x4 uTransposedRotationMatrix : packoffset(c32);
  float4x4 uClipMatrix : packoffset(c36);
  float4x4 uInverseClipMatrix : packoffset(c40);
  float4x4 uPrevClipMatrix : packoffset(c44);
  float4x4 uNormalMatrix : packoffset(c48);
  float3 uViewOrigin : packoffset(c52);
  float uViewWidth : packoffset(c52.w);
  float uViewHeight : packoffset(c53);
  float uZNear : packoffset(c53.y);
  float uZFar : packoffset(c53.z);
  float2 uInvFocalCoords : packoffset(c54);
  float4 uFrustumCorners[4] : packoffset(c55);
}



// 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 = 0.00001;
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/((1-z)*near) + (far*z));
}

float adjust_from_depth_buffer(float x, float y, float numsamples)
{
    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; // 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*5) / (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(
  float3 v0 : ATTRIB0,
  float2 v1 : ATTRIB1,
  float4 v2 : ATTRIB2,
  out float4 o0 : SV_POSITION0,
  out float2 o1 : TEXCOORD0,
  out float4 o2 : COLOR0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 stereo = StereoParams.Load(0);
  float4 iniparams = IniParams.Load(0);
  float4 iniparams1 = IniParams.Load(int2(1,0));
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.xyzw = uModelViewMatrix._m01_m11_m21_m31 * v0.yyyy;
  r0.xyzw = uModelViewMatrix._m00_m10_m20_m30 * v0.xxxx + r0.xyzw;
  r0.xyzw = uModelViewMatrix._m02_m12_m22_m32 * v0.zzzz + r0.xyzw;
  r0.xyzw = uModelViewMatrix._m03_m13_m23_m33 + r0.xyzw;
  r1.xyzw = uProjectionMatrix._m01_m11_m21_m31 * r0.yyyy;
  r1.xyzw = uProjectionMatrix._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
  r1.xyzw = uProjectionMatrix._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
  o0.xyzw = uProjectionMatrix._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
  o1.xy = v1.xy;
  o2.xyzw = v2.xyzw;
  
  //Crosshair scale.
  if (iniparams3.w==20)
  {
    o0.x=o0.x*iniparams1.x;
    o0.y=o0.y*iniparams1.x;
  }
  
  if (iniparams.w==3)
  {
	if (o0.z==0 && iniparams3.w!=10)
	{
	  o0.x+=adjust_from_depth_buffer(o0.x,o0.y,iniparams3.x);
	  o0.x=o0.x*iniparams.y;
	}
  }
  else if (iniparams.w==2)
  {
	if (o0.z==0 && iniparams3.w!=10)
	{
	  o0.x+=adjust_from_depth_buffer(0,0,iniparams3.x);
	  o0.x=o0.x*iniparams.y;
	}
  }
  else if (iniparams.w==1)
  {
	if (iniparams3.w==20)
	{
	  o0.x+=adjust_from_depth_buffer(0,0,iniparams3.x);
	}
	else if (o0.z==0 && iniparams3.w!=10)
	{
	  o0.x+=stereo.x*iniparams.x;
	  o0.x=o0.x*iniparams.y;
	}
  }
  else if (iniparams.w==0)
  {
	if (o0.z==0 && iniparams3.w!=10)
	{
	  o0.x+=stereo.x*iniparams.x;
	  o0.x=o0.x*iniparams.y;
	}
  }
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.18773
//
//   using 3Dmigoto v1.3.11 on Thu Aug 09 17:55:49 2018
//
//
// Buffer Definitions:
//
// cbuffer RenderView
// {
//
//   float4x4 uProjectionMatrix;        // Offset:    0 Size:    64
//   float4x4 uModelViewMatrix;         // Offset:   64 Size:    64
//   float4x4 uInverseProjectionMatrix; // Offset:  128 Size:    64 [unused]
//   float4x4 uPrevProjection;          // Offset:  192 Size:    64 [unused]
//   float4x4 uInverseModelViewMatrix;  // Offset:  256 Size:    64 [unused]
//   float4x4 uPrevModelView;           // Offset:  320 Size:    64 [unused]
//   float4x4 uRotationMatrix;          // Offset:  384 Size:    64 [unused]
//   float4x4 uInverseRotationMatrix;   // Offset:  448 Size:    64 [unused]
//   float4x4 uTransposedRotationMatrix;// Offset:  512 Size:    64 [unused]
//   float4x4 uClipMatrix;              // Offset:  576 Size:    64 [unused]
//   float4x4 uInverseClipMatrix;       // Offset:  640 Size:    64 [unused]
//   float4x4 uPrevClipMatrix;          // Offset:  704 Size:    64 [unused]
//   float4x4 uNormalMatrix;            // Offset:  768 Size:    64 [unused]
//   float3 uViewOrigin;                // Offset:  832 Size:    12 [unused]
//   float uViewWidth;                  // Offset:  844 Size:     4 [unused]
//   float uViewHeight;                 // Offset:  848 Size:     4 [unused]
//   float uZNear;                      // Offset:  852 Size:     4 [unused]
//   float uZFar;                       // Offset:  856 Size:     4 [unused]
//   float2 uInvFocalCoords;            // Offset:  864 Size:     8 [unused]
//   float4 uFrustumCorners[4];         // Offset:  880 Size:    64 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// RenderView                        cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIB                   0   xyz         0     NONE   float   xyz
// ATTRIB                   1   xy          1     NONE   float   xy
// ATTRIB                   2   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[8], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_input v2.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_output o2.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb0[5].xyzw
mad r0.xyzw, cb0[4].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[6].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[7].xyzw
mul r1.xyzw, r0.yyyy, cb0[1].xyzw
mad r1.xyzw, cb0[0].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb0[2].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb0[3].xyzw, r0.wwww, r1.xyzw
mov o1.xy, v1.xyxx
mov o2.xyzw, v2.xyzw
ret
// Approximately 11 instruction slots used

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