//Post processing VS 1. Rain.
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Thu Sep 10 23:39:37 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// POSITION                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyzw        3     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   xy          2     NONE   float   xy
// TEXCOORD                 1     zw        2     NONE   float     zw
// TEXCOORD                 2   xy          3     NONE   float   xy
// TEXCOORD                 3     zw        3     NONE   float     zw
// TEXCOORD                 4   xy          4     NONE   float   xy
//
//vs_5_0
//dcl_globalFlags refactoringAllowed
//dcl_constantbuffer CB0[7], immediateIndexed
//dcl_input v0.xyzw
//dcl_input v1.xyzw
//dcl_input v2.xyzw
//dcl_input v3.xyzw
//dcl_output_siv o0.xyzw, position
//dcl_output o1.xyzw
//dcl_output o2.xy
//dcl_output o2.zw
//dcl_output o3.xy
//dcl_output o3.zw
//dcl_output o4.xy
//dcl_temps 2
//mad r0.xy, v1.xyxx, v2.zwzz, v2.xyxx
//mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
//mov o0.xy, r0.xyxx
//mul r0.xyzw, r0.xxyy, cb0[0].zzww
//mul r0.xyzw, r0.xyzw, cb0[6].xyzw
//add r0.xy, r0.zwzz, r0.xyxx
//add r0.xy, r0.xyxx, cb0[0].xyxx
//mov o0.zw, l(0,0,1.000000,1.000000)
//mov o1.xyzw, v0.xyzw
//mov o2.zw, r0.xxxy
//mad o2.xy, v1.zwzz, v3.zwzz, v3.xyxx
//mad r1.xyzw, v1.zzzz, cb0[2].xxyy, cb0[1].xxyy
//mad r1.xyzw, v1.wwww, cb0[3].xxyy, r1.xyzw
//mul r1.xyzw, r1.xyzw, cb0[6].xyzw
//add r0.zw, r1.zzzw, r1.xxxy
//mul r0.zw, r0.zzzw, cb0[5].zzzz
//mad o3.xyzw, r0.zwzw, l(0.330000, 0.330000, 0.660000, 0.660000), r0.xyxy
//mad o4.xy, r0.zwzz, l(0.990000, 0.990000, 0.000000, 0.000000), r0.xyxx
//ret
//// Approximately 0 instruction slots used
//
///////////////////////////////// HLSL Code /////////////////////////////////
// ---- Created with 3Dmigoto v0.6.163 on Thu Sep 10 23:39:37 2026
cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 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/((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(
  float4 v0 : COLOR0,
  float4 v1 : POSITION0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD0,
  out float2 p2 : TEXCOORD1,
  out float2 o3 : TEXCOORD2,
  out float2 p3 : TEXCOORD3,
  out float2 o4 : TEXCOORD4)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  
  r0.xy = v1.xy * v2.zw + v2.xy;
  r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
  o0.xy = r0.xy;
  
  //r0.x+=stereo.x*(-1+stereo.y*0.0002);
  
  r0.x-=adjust_from_depth_buffer(o0.x,o0.y,300,0.02);
  
  r0.xyzw = cb0[0].zzww * r0.xxyy;
  r0.xyzw = cb0[6].xyzw * r0.xyzw;
  r0.xy = r0.xy + r0.zw;
  r0.xy = cb0[0].xy + r0.xy;
  o0.zw = float2(1,1);
  
  //if (iniparams3.w==60) {
  //  o0.x+=stereo.x;
  //}
  
  o1.xyzw = v0.xyzw;
  p2.xy = r0.xy;
  o2.xy = v1.zw * v3.zw + v3.xy;
  r1.xyzw = v1.zzzz * cb0[2].xxyy + cb0[1].xxyy;
  r1.xyzw = v1.wwww * cb0[3].xxyy + r1.xyzw;
  r1.xyzw = cb0[6].xyzw * r1.xyzw;
  r0.zw = r1.xy + r1.zw;
  r0.zw = cb0[5].zz * r0.zw;
  o3.xy = r0.zw * float2(0.330000013,0.330000013) + r0.xy;
  p3.xy = r0.zw * float2(0.660000026,0.660000026) + r0.xy;
  o4.xy = r0.zw * float2(0.99000001,0.99000001) + r0.xy;
  return;
}
//////////////////////////////// HLSL Errors ////////////////////////////////
// E:\SteamLibrary\steamapps\common\METAL GEAR SOLID 4\MGS4\ShaderFixes\487140b617c2c7d2-vs_replace.txt(49,3-9): error X3018: invalid subscript 'xyzw'
/////////////////////////////////////////////////////////////////////////////
