// ---- Created with 3Dmigoto v1.3.16 on Sun Dec 15 19:18:52 2019
cbuffer cb0 : register(b0)
{
  float4 cb0[6];
}






///////////////////////////////////HUDFIX AUTODEPTH///////////////////////////////////
// 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);

//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);

float4 SwitchGetFrom = IniParams.Load(int2(54,0));
if(SwitchGetFrom.x==1.0)
{
float4 stereo = StereoParams.Load(0);
float convergence = stereo.y;
x = min(max((x /2 + 0.5) * width, 0), width - width/2.4);
y = min(max((-y /2 + 0.3) * height, 0), height - width/3.0+convergence);
}

if(SwitchGetFrom.x==0.0)
{
x = min(max((x /2 + 0.5) * width, 0), width - width/2.4);
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, float numsamples)
{
    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 < numsamples; i++) {
        offset += distance / numsamples;

        // Calculate depth for this point on the line:
        w = (separation * convergence) / (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 ///////////////


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float2 v3 : ATTRIBUTE3,
  float4 v4 : ATTRIBUTE4,
  float4 v5 : ATTRIBUTE5,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1,
  out float4 o5 : TEXCOORD2,
  out float4 o6 : TEXCOORD3,
  out float Correction : TEXCOORD4)
{
  float4 r0,r1,r2,r10;
  uint4 bitmask, uiDest;
  float4 fDest;

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));s

  r0.xyzw = cb0[3].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[2].xyzw + r0.xyzw;
  o0.xyzw = cb0[5].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v5.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  o1.w = v5.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v3.xy;
  o3.zw = v2.xy;
  o4.xyzw = v4.xyzw;
  o5.xy = v1.xy;
  o6.xyzw = v0.xyzw;

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(o0.y > -LowerHUD_Y_ScreenDepth.x && o0.y < UpperHUD_Y_ScreenDepth.x && o0.x > -LeftHUD_X_ScreenDepth.x && o0.x < RightHUD_X_ScreenDepth.x)
{
  r10.x=adjust_from_depth_buffer(0,0,5000)*o0.w*0.97*AutoDepthAdjustDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else if(o0.y <= -0.4 && o0.x > -0.7 && o0.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
}
if(AutoDepthSwith.x==0.0 && MenuIndicator.x==1.0)
  {
    if(CrosshairDepth.x!=1.0)
    {
      if(o0.y > -LowerHUD_Y_ScreenDepth.x && o0.y < UpperHUD_Y_ScreenDepth.x && o0.x > -LeftHUD_X_ScreenDepth.x && o0.x < RightHUD_X_ScreenDepth.x)
      {
        r10.x = stereo.x*HudDepth.x*CrosshairDepth.x;
        o0.x+=r10.x;
        Correction = r10.x;
      }
else if(o0.y <= -0.4 && o0.x > -0.7 && o0.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
    }
else if(o0.y <= -0.4 && o0.x > -0.7 && o0.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
  }
if(AutoDepthSwith.x==0.0 && MenuIndicator.x==0.0)
{
if(o0.y <= -0.4 && o0.x > -0.7 && o0.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
}
}
if(HUDToggle.x==2.0)
{
if(o0.y > -0.37 && o0.y < 0.37 && o0.x > -0.37 && o0.x < 0.37)
{
}
else
{
o0.x=0;
}
}
if(HUDToggle.x==0.0)
{
o0.x=0;
}
if(AutoDepthSwith.x==1.0 && CrosshairOnlyDepth.x==1.0)
{
if(tex_filter.x==2.0)
{
if(o0.y > -0.37 && o0.y < 0.37 && o0.x > -0.37 && o0.x < 0.37)
{
  r10.x=adjust_from_depth_buffer(0,0,5000)*o0.w*0.97*AutoDepthAdjustDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
}
else
{
    r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
}

if(AutoDepthSwith.x==0.0 && CrosshairOnlyDepth.x==1.0)
{
  r10.x = stereo.x*HudDepth.x;
  o0.x+=r10.x;
  Correction = r10.x;
}
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Dec 15 19:18:52 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xy          3     NONE   float   xy
// ATTRIBUTE                4   xyzw        4     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        5     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
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xyzw        3     NONE   float   xyzw
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
// TEXCOORD                 2   xy          5     NONE   float   xy
// TEXCOORD                 3   xyzw        6     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[6], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xy
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_output o5.xy
dcl_output o6.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[3].xyzw
mad r0.xyzw, v2.xxxx, cb0[2].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[5].xyzw
max r0.xyz, v5.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r1.xyz, r0.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mov o1.w, v5.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o3.xy, v3.xyxx
mov o3.zw, v2.xxxy
mov o4.xyzw, v4.xyzw
mov o5.xy, v1.xyxx
mov o6.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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