//Arcade border 2. HUD 1.
// ---- Created with 3Dmigoto v1.3.16 on Sun May 12 13:56:25 2019
cbuffer cb12 : register(b12)
{
  float4 cb12[29];
}




// 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; // 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*10.5) / (separation - offset);

        sampled_w = world_z_from_depth_buffer(x + offset, y);
        if (sampled_w == 0)
		{
			return separation;
		}
		//else if (sampled_w<1.01 && sampled_w>0.99)
		//{
		//	return 0;
		//} 

        // 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,
  float4 v2 : COLOR1,
  float2 v3 : TEXCOORD0,
  out float4 o0 : COLOR0,
  out float4 o1 : COLOR1,
  out float2 o2 : TEXCOORD0,
  out float4 o3 : SV_POSITION0)
{
  float4 stereo = StereoParams.Load(0);
  float4 iniparams = IniParams.Load(0);
  float4 iniparams3 = IniParams.Load(int2(3,0));
  float4 iniparams5 = IniParams.Load(int2(5,0));
  float4 iniparams8 = IniParams.Load(int2(8,0));
  
  o0.xyzw = v1.xyzw;
  o1.xyzw = v2.xyzw;
  o2.xy = v3.xy;
  o3.xy = v0.xy * cb12[28].xy + cb12[28].zw;
  o3.zw = v0.zw;
  if (iniparams5.x==1)
  {
	o3.x=o3.x/iniparams5.z;
	o3.y=o3.y/iniparams5.w;
  }
  else if (iniparams3.w!=10)
  {
    o3.x=o3.x*iniparams.y;
	//if (iniparams3.w==34) {
	//  o3.x+=adjust_from_depth_buffer(o3.x,o3.y,300);
	//} else {
	//  o3.x+=stereo.x*iniparams.x*o3.w;
	//}
	o3.x+=stereo.x*iniparams.x*o3.w;
	if (iniparams8.x==1)
	{
	  o3.x+=stereo.x*(o3.w*o3.y*0.12+0.25);
	}
  }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun May 12 13:56:25 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// COLOR                    1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// COLOR                    1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
// SV_POSITION              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb12[29], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_input v3.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
mov o0.xyzw, v1.xyzw
mov o1.xyzw, v2.xyzw
mov o2.xy, v3.xyxx
mad o3.xy, v0.xyxx, cb12[28].xyxx, cb12[28].zwzz
mov o3.zw, v0.zzzw
ret
// Approximately 0 instruction slots used

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