//HUD VS 1.
// ---- Created with 3Dmigoto v0.6.163 on Sun Aug 30 11:09:28 2026
cbuffer cb0 : register(b0)
{
  float4 cb0[1];
}




// 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,
  int4 v1 : POSITION0,
  int4 v2 : TEXCOORD0,
  float4 v3 : TEXCOORD1,
  float4 v4 : TEXCOORD2,
  float4 v5 : TEXCOORD3,
  float4 v6 : TEXCOORD4,
  float4 v7 : TEXCOORD5,
  float4 v8 : TEXCOORD7,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams9 = IniParams.Load(int2(9,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  r0.xy = (int2)v1.xy;
  r0.xy = v3.xy * r0.xy;
  r0.yzw = v7.xyz * r0.yyy;
  r0.xyz = r0.xxx * v6.xyz + r0.yzw;
  o0.xyz = v8.xyz + r0.xyz;
  o0.w = 1;
  o1.xyzw = v4.xyzw * v0.wzyx;
  r0.xy = (int2)v2.xy;
  r0.xy = v3.zw * r0.xy;
  o2.xy = r0.xy * cb0[0].xy + cb0[0].zw;
  o3.xyzw = v5.xyzw;
  
  if (iniparams3.w==3 || iniparams3.w==13 || (iniparams3.w==14 && iniparams11.x==1)) {
    o0.x+=adjust_from_depth_buffer(0,0,600,0.02);
  } else if (iniparams3.w==4 || (iniparams3.w==23 && (o0.x<0.5 && o0.y>-0.65 && (o0.x>=-0.425 || o0.y<0.5) && (o0.x>=-0.5 || o0.y>-0.4) && (o0.x<0.4 || o0.y<0.5)))) {
    o0.x+=adjust_from_depth_buffer(o0.x,o0.y,600,0.02);
  } else if (iniparams3.w==5 && (o0.x<0.5 && o0.y>-0.65) && (o0.x>=-0.425 || o0.y<0.45) && (o0.x>=-0.5 || o0.y>-0.4) && (o0.x<0.4 || o0.y<0.5)) {
    o0.x+=adjust_from_depth_buffer(o0.x,o0.y,600,0.02);
  } else if (iniparams9.y==0 && (iniparams3.w==333 || iniparams3.w==3 || iniparams3.w==4 || iniparams3.w==5 || iniparams3.w==13 || iniparams3.w==23 || iniparams3.w==33)) {
    o0.x+=stereo.x*iniparams10.x;
  } else if (iniparams3.w==30) {
    o0.x+=stereo.x;
  }
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.163 on Sun Aug 30 11:09:28 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// POSITION                 0   xyzw        1     NONE     int   xy
// TEXCOORD                 0   xy          2     NONE     int   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
// TEXCOORD                 3   xyzw        5     NONE   float   xyzw
// TEXCOORD                 4   xyzw        6     NONE   float   xyz
// TEXCOORD                 5   xyzw        7     NONE   float   xyz
// TEXCOORD                 7   xyzw        8     NONE   float   xyz
//
//
// 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   xyzw        3     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_input v6.xyz
dcl_input v7.xyz
dcl_input v8.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_temps 1
itof r0.xy, v1.xyxx
mul r0.xy, r0.xyxx, v3.xyxx
mul r0.yzw, r0.yyyy, v7.xxyz
mad r0.xyz, r0.xxxx, v6.xyzx, r0.yzwy
add o0.xyz, r0.xyzx, v8.xyzx
mov o0.w, l(1.000000)
mul o1.xyzw, v0.wzyx, v4.xyzw
itof r0.xy, v2.xyxx
mul r0.xy, r0.xyxx, v3.zwzz
mad o2.xy, r0.xyxx, cb0[0].xyxx, cb0[0].zwzz
mov o3.xyzw, v5.xyzw
ret
// Approximately 0 instruction slots used

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