//HUD SHADER
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
  float4 cb0[21];
}




///////////////////////////////////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);

    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, 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(
  uint v0 : SV_VertexID0,
  uint v1 : SV_InstanceID0,
  out float4 o0 : TEXCOORD0,
  out float4 o1 : TEXCOORD1,
  out float4 o2 : SV_POSITION0)
{
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v0.x, vertex_id
// Needs manual fix for instruction:
// unknown dcl_: dcl_input_sgv v1.x, instance_id
  float4 r0,r1,r2;
  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));

  uiDest.x = (uint)v0.x / 6;
  r1.x = (uint)v0.x % 6;
  r0.x = uiDest.x;
  r0.y = cmp(1 < (uint)r1.x);
  r0.z = cmp((uint)r1.x < 5);
  r0.y = r0.z ? r0.y : 0;
  r2.y = r0.y ? 1.000000 : 0;
  r0.y = (int)r1.x & 1;
  r2.x = (uint)r0.y;
  o0.xy = r2.xy;
  r0.yz = float2(-0.5,-0.5) + r2.xy;
  r0.w = (uint)v1.x << 2;
  r0.x = (int)r0.x + (int)r0.w;
  uiDest.x = (uint)r0.x / asuint(cb0[18].x);
  r1.x = (uint)r0.x % asuint(cb0[18].x);
  r0.x = uiDest.x;
  r1.x = (uint)r1.x;
  r1.y = (uint)r0.x;
  r0.xw = asuint(cb0[15].xy);
  r0.xw = r1.xy + r0.xw;
  r1.xy = asuint(cb0[18].zw);
  r1.zw = r0.xw * r1.xy + -cb0[16].zw;
  r0.xw = cb0[0].zw * r0.xw;
  r0.xw = r0.xw * r1.xy;
  r2.xyzw = t0.SampleLevel(s0_s, r0.xw, 0).xyzw;
  r0.xw = r1.zw / cb0[16].xy;
  r0.xw = float2(0.5,0.5) * r0.xw;
  r1.x = dot(r0.xw, r0.xw);
  r1.x = 1 + -r1.x;
  r1.x = max(0, r1.x);
  r1.x = r1.x * r1.x;
  r2.xyz = r2.xyz * r1.xxx;
  o1.xyzw = cb0[20].xxxx * r2.xyzw;
  r1.x = dot(r2.xyz, float3(1,1,1));
  r1.x = cmp(r1.x < cb0[20].y);
  r1.xy = r1.xx ? float2(0,0) : cb0[19].xy;
  r1.zw = cb0[14].zw + cb0[14].zw;
  r0.yz = r1.zw * r0.yz;
  o2.xy = r0.yz * r1.xy + r0.xw;
  o2.zw = float2(0,1);




//if(tex_filter.x==2.0)
//{
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(o2.y > -LowerHUD_Y_ScreenDepth.x && o2.y < UpperHUD_Y_ScreenDepth.x && o2.x > -LeftHUD_X_ScreenDepth.x && o2.x < RightHUD_X_ScreenDepth.x)
{
o2.x+=adjust_from_depth_buffer(0,0,5000*1)*o2.w;
}
else
{
  o2.x+=stereo.x*HudDepth.x;
}
}
//}

else
{
o2.x+=stereo.x*HudDepth.x;
}


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Tue Jun 18 20:41:34 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_VertexID              0   x           0   VERTID    uint   x
// SV_InstanceID            0   x           1   INSTID    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// SV_POSITION              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[21], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_sgv v0.x, vertex_id
dcl_input_sgv v1.x, instance_id
dcl_output o0.xy
dcl_output o1.xyzw
dcl_output_siv o2.xyzw, position
dcl_temps 3
udiv r0.x, r1.x, v0.x, l(6)
ult r0.y, l(1), r1.x
ult r0.z, r1.x, l(5)
and r0.y, r0.z, r0.y
and r2.y, r0.y, l(0x3f800000)
and r0.y, r1.x, l(1)
utof r2.x, r0.y
mov o0.xy, r2.xyxx
add r0.yz, r2.xxyx, l(0.000000, -0.500000, -0.500000, 0.000000)
ishl r0.w, v1.x, l(2)
iadd r0.x, r0.x, r0.w
udiv r0.x, r1.x, r0.x, cb0[18].x
utof r1.x, r1.x
utof r1.y, r0.x
utof r0.xw, cb0[15].xxxy
add r0.xw, r0.xxxw, r1.xxxy
utof r1.xy, cb0[18].zwzz
mad r1.zw, r0.xxxw, r1.xxxy, -cb0[16].zzzw
mul r0.xw, r0.xxxw, cb0[0].zzzw
mul r0.xw, r1.xxxy, r0.xxxw
sample_l_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.xwxx, t0.xyzw, s0, l(0.000000)
div r0.xw, r1.zzzw, cb0[16].xxxy
mul r0.xw, r0.xxxw, l(0.500000, 0.000000, 0.000000, 0.500000)
dp2 r1.x, r0.xwxx, r0.xwxx
add r1.x, -r1.x, l(1.000000)
max r1.x, r1.x, l(0.000000)
mul r1.x, r1.x, r1.x
mul r2.xyz, r1.xxxx, r2.xyzx
mul o1.xyzw, r2.xyzw, cb0[20].xxxx
dp3 r1.x, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
lt r1.x, r1.x, cb0[20].y
movc r1.xy, r1.xxxx, l(0,0,0,0), cb0[19].xyxx
add r1.zw, cb0[14].zzzw, cb0[14].zzzw
mul r0.yz, r0.yyzy, r1.zzwz
mad o2.xy, r0.yzyy, r1.xyxx, r0.xwxx
mov o2.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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