//Code Vein HUD VS 3.
// ---- Created with geo-11 v0.6.198 on Fri Jun 13 16:43:42 2025
cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




// 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*0.01; // 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(
  float2 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : SV_POSITION0,
  out float correction : TEXCOORD1)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
  float4 stereo = StereoParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams10 = IniParams.Load(int2(10,0));
  float4 iniparams11 = IniParams.Load(int2(11,0));
  
  r0.xy = v1.xy * cb0[1].xy + cb0[1].zw;
  o0.xy = cb0[2].zw * r0.xy;
  r0.xy = v0.xy * cb0[0].xy + cb0[0].zw;
  r0.xy = cb0[2].xy * r0.xy;
  r0.xy = r0.xy * float2(2,2) + float2(-1,-1);
  o1.xy = float2(1,-1) * r0.xy;
  o1.zw = float2(0,1);
  
  correction = 0;
//  if (iniparams11.x==0) {
//    //if (o1.w==1 && iniparams3.w==3 && o1.x>=-0.15 && o1.x<0.15 && o1.y>=-0.15 && o1.y<0.15) {
//    if (o1.w==1 && iniparams3.w==3) {
//	  correction = adjust_from_depth_buffer(0,0,300,0.1);
//      o1.x += correction;
//    } else if (o1.w==1 && iniparams3.w==4 && o1.y>=-0.7) {
//      correction = adjust_from_depth_buffer(o1.x,o1.y,300,0.1);
//	  o1.x += correction;
//    } else if (o1.w==1 && iniparams3.w==5) {
//      //o1.x += adjust_from_depth_buffer(o1.x,o1.y,300,0.1);
//	  correction = stereo.x*(o1.w-stereo.y*0.00075);
//	  o1.x+=correction;
//    } else if (o1.w==1) {
//	  correction = stereo.x*iniparams10.x;
//      o1.x+=correction;
//    }
//  }
//  o0.x+=correction*0.5;
  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Fri Jun 13 16:43:42 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xy          0     NONE   float   xy
// ATTRIBUTE                1   xy          1     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[3], immediateIndexed
dcl_input v0.xy
dcl_input v1.xy
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 1
mad r0.xy, v1.xyxx, cb0[1].xyxx, cb0[1].zwzz
mul o0.xy, r0.xyxx, cb0[2].zwzz
mad r0.xy, v0.xyxx, cb0[0].xyxx, cb0[0].zwzz
mul r0.xy, r0.xyxx, cb0[2].xyxx
mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
mul o1.xy, r0.xyxx, l(1.000000, -1.000000, 0.000000, 0.000000)
mov o1.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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