#define cursor_pass     IniParams[5].w
#define cursor_window   IniParams[6].xy
#define cursor_hotspot  IniParams[6].zw
#define cursor_showing  IniParams[7].y
#define window_size     IniParams[7].zw








/////////////HUD FIX START declarations ///////////////

// 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<float4> cursor_mask : register(t100);
Texture2D<float4> cursor_color : register(t101);

//define 70 matrices copied from CB1 from light shader to CB13
//used for auto depth crosshair with universal formula for UE4 by DJ_RK
cbuffer camera : register(b13)
{
    float4 cb1[70];
}

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;
    float4 r0;

    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;

//skip original formula for autodepth calc and replace with DJ_RKs universal Depth calculation formula for UE4 Games.
//return (far*near/((z)*near) + (far*z));
//let the shader find the right matrix


if(cb1[51].w==-0.00000000999999994)
{
  r0.zw = cb1[51].xz * float2(z,z);
  r0.z = cb1[51].y + r0.z;
  r0.w = -cb1[51].w + r0.w;
}
if(cb1[53].w==-0.00000000999999994)
{
  r0.zw = cb1[53].xz * float2(z,z);
  r0.z = cb1[53].y + r0.z;
  r0.w = -cb1[53].w + r0.w;
}
if(cb1[57].w==-0.00000000999999994)
{
  r0.zw = cb1[57].xz * float2(z,z);
  r0.z = cb1[57].y + r0.z;
  r0.w = -cb1[57].w + r0.w;
}
if(cb1[61].w==-0.00000000999999994)
{
  r0.zw = cb1[61].xz * float2(z,z);
  r0.z = cb1[61].y + r0.z;
  r0.w = -cb1[61].w + r0.w;
}
if(cb1[65].w==-0.00000000999999994)
{
  r0.zw = cb1[65].xz * float2(z,z);
  r0.z = cb1[65].y + r0.z;
  r0.w = -cb1[65].w + r0.w;
}

  r0.w = 1 / r0.w;
  r0.z = r0.z + r0.w; 
  return r0.z;
}

float adjust_from_depth_buffer(float x, float y)
{
    float4 stereo = StereoParams.Load(0);
  if (stereo.x==0) {return 0;}
    float separation = stereo.x; float convergence = stereo.y;
    float4 CrosshairDepth2 = IniParams.Load(int2(27,0));
    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 < 5000; i++) {
        offset += distance / 5000;

        // Calculate depth for this point on the line:
        w = (separation * convergence*CrosshairDepth2.x) / (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;
}

/////////////HUD FIX END declarations ///////////////





struct vs2ps {
	float4 pos : SV_Position0;
	float2 texcoord : TEXCOORD0;
};

#ifdef VERTEX_SHADER
void main(out vs2ps output, uint vertex : SV_VertexID)
{
	uint mask_width, mask_height;
	uint color_width, color_height;
	float2 cursor_size;

	// For easy bailing:
	output.pos = 0;
	output.texcoord = 0;

	if (!cursor_showing)
		return;

	cursor_color.GetDimensions(color_width, color_height);
	cursor_mask.GetDimensions(mask_width, mask_height);

	if (color_width) {
		// Colour cursor, bail if we are in the black and white / inverted cursor pass:
		if (cursor_pass == 2)
			return;
		cursor_size = float2(color_width, color_height);
	} else {
		// Black and white / inverted cursor, bail if we are in the colour cursor pass:
		if (cursor_pass == 1)
			return;
		cursor_size = float2(mask_width, mask_height / 2);
	}

	output.pos.xy = cursor_window - cursor_hotspot;

	// Not using vertex buffers so manufacture our own coordinates.
	switch(vertex) {
		case 0:
			output.texcoord = float2(0, cursor_size.y);
			break;
		case 1:
			output.texcoord = float2(0, 0);
			output.pos.y += cursor_size.y;
			break;
		case 2:
			output.texcoord = float2(cursor_size.x, cursor_size.y);
			output.pos.x += cursor_size.x;
			break;
		case 3:
			output.texcoord = float2(cursor_size.x, 0);
			output.pos.xy += cursor_size;
			break;
		default:
			output.pos.xy = 0;
			break;
	};

	// Scale from pixels to clip space:
	output.pos.xy = (output.pos.xy / window_size * 2 - 1) * float2(1, -1);
	output.pos.zw = float2(0, 1);

	// Adjust stereo depth of pos here using whatever means you feel is
	// suitable for this game, e.g. with a suitable crosshair.hlsl you
	// could automatically adjust it from the depth buffer:
	//float2 mouse_pos = (cursor_window / window_size * 2 - 1);
	//output.pos.x += adjust_from_depth_buffer(mouse_pos.x, mouse_pos.y);

float4 stereo = StereoParams.Load(0);
float4 tex_filter = IniParams.Load(int2(2,0));
float4 HudDepth = IniParams.Load(int2(20,0));
float4 CrosshairDepth = IniParams.Load(int2(21,0));
float4 AutoDepthSwith = IniParams.Load(int2(22,0));
float4 MenuIndicator = IniParams.Load(int2(23,0));
float4 AimIndicator = IniParams.Load(int2(24,0));
float4 InventoryMenuIndicator = IniParams.Load(int2(25,0));
float4 LeftHUD_X_ScreenDepth = IniParams.Load(int2(13,0));
float4 RightHUD_X_ScreenDepth = IniParams.Load(int2(14,0));
float4 UpperHUD_Y_ScreenDepth = IniParams.Load(int2(15,0));
float4 LowerHUD_Y_ScreenDepth = IniParams.Load(int2(16,0));
float4 AutoDepthAdjustDepth = IniParams.Load(int2(27,0));
float4 HUDToggle = IniParams.Load(int2(71,0));
float4 SubtitleDepthToggle = IniParams.Load(int2(75,0));
float4 SubtitleDepth = IniParams.Load(int2(74,0));
float4 CrosshairOnlyDepth = IniParams.Load(int2(79,0));
float4 r10;
float4 DisableMouseAutoDepth = IniParams.Load(int2(132,0));

if(DisableMouseAutoDepth.x==0.0)
{
if(CrosshairOnlyDepth.x==0.0)
{
if(AutoDepthSwith.x==1.0)
{
  if(LeftHUD_X_ScreenDepth.x == 1.0)
  {
    LeftHUD_X_ScreenDepth.x = LeftHUD_X_ScreenDepth.x*1.1;
  }
  if(RightHUD_X_ScreenDepth.x == 1.0)
  {
    RightHUD_X_ScreenDepth.x = RightHUD_X_ScreenDepth.x*1.1;
  }
  if(UpperHUD_Y_ScreenDepth.x == 1.0)
  {
    UpperHUD_Y_ScreenDepth.x = UpperHUD_Y_ScreenDepth.x*1.1;
  }
  if(LowerHUD_Y_ScreenDepth.x == 1.0)
  {
    LowerHUD_Y_ScreenDepth.x = LowerHUD_Y_ScreenDepth.x*1.1;
  }
if(output.pos.y > -LowerHUD_Y_ScreenDepth.x && output.pos.y < UpperHUD_Y_ScreenDepth.x && output.pos.x > -LeftHUD_X_ScreenDepth.x && output.pos.x < RightHUD_X_ScreenDepth.x)
{
  r10.x=adjust_from_depth_buffer(0,0)*output.pos.w*0.97*AutoDepthAdjustDepth.x;
  output.pos.x+=r10.x;
  }
else if(output.pos.y <= -0.4 && output.pos.x > -0.7 && output.pos.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  output.pos.x+=r10.x;
  }
else
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
}
//}

if(AutoDepthSwith.x==0.0 && MenuIndicator.x==1.0)
  {
    if(CrosshairDepth.x!=1.0)
    {
      if(output.pos.y > -LowerHUD_Y_ScreenDepth.x && output.pos.y < UpperHUD_Y_ScreenDepth.x && output.pos.x > -LeftHUD_X_ScreenDepth.x && output.pos.x < RightHUD_X_ScreenDepth.x)
      {
        r10.x = stereo.x*HudDepth.x*CrosshairDepth.x;
        output.pos.x+=r10.x;
       }
else if(output.pos.y <= -0.4 && output.pos.x > -0.7 && output.pos.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  output.pos.x+=r10.x;
  }
else
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
    }
else if(output.pos.y <= -0.4 && output.pos.x > -0.7 && output.pos.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  output.pos.x+=r10.x;
  }
else
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
  }
if(AutoDepthSwith.x==0.0 && MenuIndicator.x==0.0)
{
if(output.pos.y <= -0.4 && output.pos.x > -0.7 && output.pos.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  output.pos.x+=r10.x;
  }
else
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
}
if(HUDToggle.x==2.0)
{
if(output.pos.y > -0.5 && output.pos.y < 0.5 && output.pos.x > -0.5 && output.pos.x < 0.5)
{
}
else
{
output.pos.x=0;
}
}
if(HUDToggle.x==0.0)
{
output.pos.x=0;
}
}

if(AutoDepthSwith.x==1.0 && CrosshairOnlyDepth.x==1.0)
{
if(output.pos.y > -0.5 && output.pos.y < 0.5 && output.pos.x > -0.5 && output.pos.x < 0.5)
{
  r10.x=adjust_from_depth_buffer(0,0)*output.pos.w*0.97*AutoDepthAdjustDepth.x;
  output.pos.x+=r10.x;
  }
else
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
}


if(AutoDepthSwith.x==0.0 && CrosshairOnlyDepth.x==1.0)
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
  }
}

if(DisableMouseAutoDepth.x==1.0)
{
  r10.x = stereo.x*HudDepth.x;
  output.pos.x+=r10.x;
}

}
#endif /* VERTEX_SHADER */

#ifdef PIXEL_SHADER
// Draw a black and white, and possibly inverted cursor,
// e.g. use "Windows Standard", "Windows Inverted" or "Windows Black" to test
float4 draw_cursor_bw(float2 texcoord, float2 dimensions)
{
	float4 result;

	if (any(texcoord < 0 || texcoord >= dimensions))
		return float4(0, 0, 0, 1);

	// Black and white cursor - "the upper half is the icon AND bitmask and
	// the lower half is the icon XOR bitmask".
	uint xor = cursor_mask.Load(float3(texcoord, 0)).x;
	uint and = cursor_mask.Load(float3(texcoord.x, texcoord.y + dimensions.y, 0)).x;

	result.xyz = xor;
	result.w = and ^ xor;

	return result;
}

// Draw a colour cursor, e.g. use "Windows Default" to test
float4 draw_cursor_color(float2 texcoord, float2 dimensions)
{
	float4 result;
	float mask;

	if (any(texcoord < 0 || texcoord >= dimensions))
		return 0;

	result = cursor_color.Load(float3(texcoord, 0));
	mask = cursor_mask.Load(float3(texcoord, 0)).x;

	// We may or may not have an alpha channel in the color bitmap, but
	// as far as I can tell Windows doesn't expose an API to check if the
	// cursor has an alpha channel or not, so we have no good way to know
	// (32bpp does not imply alpha). People on stackoverflow are scanning
	// the entire alpha channel looking for non-zero values to fudge this.
	//
	// If the alpha is 0 it may either mean there is an alpha channel and
	// this pixel should be fully transparent, or that there is no alpha
	// channel and this pixel should only use the AND mask for alpha. Let's
	// assume that alpha=0 means no alpha channel, which should work
	// provided the mask blanks out those pixels as well.
	//
	// If later we find a way to detect this in 3DMigoto we can use
	// Format=DXGI_FORMAT_B8G8R8X8_UNORM_SRGB to indicate there is no alpha
	// channel, which will cause the read here to return 1 for opaque.

	//if (!result.w)
	//	result.w = 1;

	//if (mask)
		//result.w = 0;

	return result;
}

float4 smooth_cursor_bw(float2 texcoord)
{
	uint mask_width, mask_height;
	float4 px1, px2, px3, px4, tmp1, tmp2;
	float2 coord1, coord2;

	cursor_mask.GetDimensions(mask_width, mask_height);
	float2 dimensions = float2(mask_width, mask_height / 2);

	// Subtracting 0.5 here to sample at the edge of each pixel instead of
	// the center - when not scaling the cursor this will make it just as
	// sharp as if we hadn't applied an interpolation filter at all, but
	// still gives us a smooth result when we are scaling. Note that this
	// can make some of the sample locations negative, which we handle in
	// draw_cursor_bw:
	texcoord -= 0.5;

	coord1 = floor(texcoord);
	coord2 = min(ceil(texcoord), dimensions - 1);

	// Because of the special handling we have to do with the mask, we
	// can't use a SamplerState to interpolate the cursor image, so
	// implement a simple linear filter with loads instead:
	px1 = draw_cursor_bw(coord1, dimensions);
	px2 = draw_cursor_bw(float2(coord2.x, coord1.y), dimensions);
	px3 = draw_cursor_bw(float2(coord1.x, coord2.y), dimensions);
	px4 = draw_cursor_bw(coord2, dimensions);

	tmp1 = lerp(px1, px2, frac(texcoord.x));
	tmp2 = lerp(px3, px4, frac(texcoord.x));
	return lerp(tmp1, tmp2, frac(texcoord.y));
}

float4 smooth_cursor_color(float2 texcoord, float2 dimensions)
{
	float4 px1, px2, px3, px4, tmp1, tmp2;
	float2 coord1, coord2;

	// Subtracting 0.5 here to sample at the edge of each pixel instead of
	// the center - when not scaling the cursor this will make it just as
	// sharp as if we hadn't applied an interpolation filter at all, but
	// still gives us a smooth result when we are scaling. Note that this
	// can make some of the sample locations negative, which we handle in
	// draw_cursor_color:
	texcoord -= 0.5;

	coord1 = floor(texcoord);
	coord2 = min(ceil(texcoord), dimensions - 1);

	// Because of the special handling we have to do with the mask, we
	// can't use a SamplerState to interpolate the cursor image, so
	// implement a simple linear filter with loads instead:
	px1 = draw_cursor_color(coord1, dimensions);
	px2 = draw_cursor_color(float2(coord2.x, coord1.y), dimensions);
	px3 = draw_cursor_color(float2(coord1.x, coord2.y), dimensions);
	px4 = draw_cursor_color(coord2, dimensions);

	tmp1 = lerp(px1, px2, frac(texcoord.x));
	tmp2 = lerp(px3, px4, frac(texcoord.x));
	return lerp(tmp1, tmp2, frac(texcoord.y));
}

float4 draw_cursor(float2 texcoord)
{
	uint color_width, color_height;

	cursor_color.GetDimensions(color_width, color_height);

	if (color_width)
		return smooth_cursor_color(texcoord, float2(color_width, color_height));
	else
		return smooth_cursor_bw(texcoord);
}

void main(vs2ps input, out float4 result : SV_Target0)
{
	result = draw_cursor(input.texcoord);
}
#endif /* PIXEL_SHADER */
