//HUD SHADER
cbuffer cb0 : register(b0)
{
  float4 cb0[2];
}




///////////////////////////////////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,
  out float2 o0 : ATTRIBUTE4,
  out float4 o1 : SV_Position0,
  out float Correction : TEXCOORD0)
{

  float4 r10;

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));
  o0.xy = v0.xy;
  o1.x = dot(v1.xyzw, cb0[0].xyzw);
  o1.y = dot(v1.xyzw, cb0[1].xyzw);
  o1.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(o1.y > -LowerHUD_Y_ScreenDepth.x && o1.y < UpperHUD_Y_ScreenDepth.x && o1.x > -LeftHUD_X_ScreenDepth.x && o1.x < RightHUD_X_ScreenDepth.x)
{
  r10.x=adjust_from_depth_buffer(0,0,5000)*o1.w*0.97*AutoDepthAdjustDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
else if(o1.y <= -0.4 && o1.x > -0.7 && o1.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
}
//}

if(AutoDepthSwith.x==0.0 && MenuIndicator.x==1.0)
  {
    if(CrosshairDepth.x!=1.0)
    {
      if(o1.y > -LowerHUD_Y_ScreenDepth.x && o1.y < UpperHUD_Y_ScreenDepth.x && o1.x > -LeftHUD_X_ScreenDepth.x && o1.x < RightHUD_X_ScreenDepth.x)
      {
        r10.x = stereo.x*HudDepth.x*CrosshairDepth.x;
        o1.x+=r10.x;
        Correction = r10.x;
      }
else if(o1.y <= -0.4 && o1.x > -0.7 && o1.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
    }
else if(o1.y <= -0.4 && o1.x > -0.7 && o1.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
  }
if(AutoDepthSwith.x==0.0 && MenuIndicator.x==0.0)
{
if(o1.y <= -0.4 && o1.x > -0.7 && o1.x < 0.7 && SubtitleDepthToggle.x==1.0)
{
  r10.x = stereo.x*0;
  r10.x = stereo.x*SubtitleDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
else
{
  r10.x = stereo.x*HudDepth.x;
  o1.x+=r10.x;
  Correction = r10.x;
}
}
if(HUDToggle.x==2.0)
{
if(o1.y > -0.2 && o1.y < 0.2 && o1.x > -0.2 && o1.x < 0.2)
{
}
else
{
o1.x=0;
}
}
if(HUDToggle.x==0.0)
{
o1.x=0;
}



  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Mon Dec 02 17:55:17 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xy          0     NONE   float   xy
// ATTRIBUTE                0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                4   xy          0     NONE   float   xy
// SV_Position              0   xyzw        1      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[2], immediateIndexed
dcl_input v0.xy
dcl_input v1.xyzw
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
mov o0.xy, v0.xyxx
dp4 o1.x, v1.xyzw, cb0[0].xyzw
dp4 o1.y, v1.xyzw, cb0[1].xyzw
mov o1.zw, l(0,0,0,1.000000)
ret
// Approximately 0 instruction slots used

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