// ---- Created with 3Dmigoto v1.3.16 on Mon Mar 21 16:27:49 2022
cbuffer cb0 : register(b0)
{
  float4 cb0[96];
}





///////////////////////////////////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 - 1);
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 - 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(
  float2 v0 : ATTRIBUTE4,
  float4 v1 : ATTRIBUTE0,
  uint v2 : ATTRIBUTE1,
  out float4 o0 : ATTRIBUTE4,
  out float4 o1 : ATTRIBUTE5,
  out float2 o2 : ATTRIBUTE6,
  out float4 o3 : SV_Position0,
  out float Correction : TEXCOORD0)
{
  float4 r0,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));
  r0.x = (uint)v2.x << 2;
  r0.x = (uint)r0.x;
  r0.x = 0.100000001 + r0.x;
  r0.x = (int)r0.x;
  o0.xyzw = cb0[r0.x+0].xyzw;
  bitmask.x = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.x = (((uint)v2.x << 2) & bitmask.x) | ((uint)2 & ~bitmask.x);
  bitmask.y = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.y = (((uint)v2.x << 2) & bitmask.y) | ((uint)2 & ~bitmask.y);
  bitmask.z = ((~(-1 << 30)) << 2) & 0xffffffff;  r0.z = (((uint)v2.x << 2) & bitmask.z) | ((uint)1 & ~bitmask.z);
  r0.xyz = (uint3)r0.xyz;
  r0.xyz = float3(0.100000001,1.10000002,0.100000001) + r0.xyz;
  r0.xyz = (int3)r0.xyz;
  o1.xyzw = cb0[r0.z+0].xyzw;
  o2.xy = v0.xy;
  o3.x = dot(v1.xyzw, cb0[r0.x+0].xyzw);
  o3.y = dot(v1.xyzw, cb0[r0.y+0].xyzw);
  o3.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(o3.y > -LowerHUD_Y_ScreenDepth.x && o3.y < UpperHUD_Y_ScreenDepth.x && o3.x > -LeftHUD_X_ScreenDepth.x && o3.x < RightHUD_X_ScreenDepth.x)
{
  r10.x=adjust_from_depth_buffer(0,0,5000)*o3.w*0.97*AutoDepthAdjustDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
else if(o3.y <= -0.4 && o3.x > -0.7 && o3.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
}
//}

if(AutoDepthSwith.x==0.0 && MenuIndicator.x==1.0)
  {
    if(CrosshairDepth.x!=1.0)
    {
      if(o3.y > -LowerHUD_Y_ScreenDepth.x && o3.y < UpperHUD_Y_ScreenDepth.x && o3.x > -LeftHUD_X_ScreenDepth.x && o3.x < RightHUD_X_ScreenDepth.x)
      {
        r10.x = stereo.x*HudDepth.x*CrosshairDepth.x;
        o3.x+=r10.x;
        Correction = r10.x;
      }
else if(o3.y <= -0.4 && o3.x > -0.7 && o3.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
    }
else if(o3.y <= -0.4 && o3.x > -0.7 && o3.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
  }
if(AutoDepthSwith.x==0.0 && MenuIndicator.x==0.0)
{
if(o3.y <= -0.4 && o3.x > -0.7 && o3.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o3.x+=r10.x;
  Correction = r10.x;
}
}
if(HUDToggle.x==2.0)
{
if(o3.y > -0.2 && o3.y < 0.2 && o3.x > -0.2 && o3.x < 0.2)
{
}
else
{
o3.x=0;
}
}
if(HUDToggle.x==0.0)
{
o3.x=0;
}



  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Mar 21 16:27:49 2022
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xy          0     NONE   float   xy
// ATTRIBUTE                0   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                1   x           2     NONE    uint   x
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        1     NONE   float   xyzw
// ATTRIBUTE                6   xy          2     NONE   float   xy
// SV_Position              0   xyzw        3      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[96], dynamicIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_input v2.x
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output_siv o3.xyzw, position
dcl_temps 1
ishl r0.x, v2.x, l(2)
utof r0.x, r0.x
add r0.x, r0.x, l(0.100000)
ftoi r0.x, r0.x
mov o0.xyzw, cb0[r0.x + 0].xyzw
bfi r0.xyz, l(30, 30, 30, 0), l(2, 2, 2, 0), v2.xxxx, l(2, 2, 1, 0)
utof r0.xyz, r0.xyzx
add r0.xyz, r0.xyzx, l(0.100000, 1.100000, 0.100000, 0.000000)
ftoi r0.xyz, r0.xyzx
mov o1.xyzw, cb0[r0.z + 0].xyzw
mov o2.xy, v0.xyxx
dp4 o3.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o3.y, v1.xyzw, cb0[r0.y + 0].xyzw
mov o3.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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