//ingame hud portraits - 1
// ---- Created with 3Dmigoto v1.3.11 on Sun Jan 13 09:00:17 2019
cbuffer cb1 : register(b1)
{
  float4 cb1[21];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float2 o0 : TEXCOORD0,
  out float4 o1 : SV_POSITION0,
  out float4 o2 : COLOR0)
{
  float4 r0,r1,r50;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xy = v2.xy;
  r0.xyzw = cb0[1].xyzw * v0.yyyy;
  r0.xyzw = cb0[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb0[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb0[3].xyzw + r0.xyzw;
  r1.xyzw = cb1[18].xyzw * r0.yyyy;
  r1.xyzw = cb1[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb1[19].xyzw * r0.zzzz + r1.xyzw;
  o1.xyzw = cb1[20].xyzw * r0.wwww + r1.xyzw;
  o2.xyzw = v1.xyzw;

//HUD FIX - LOSTI
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);
float MouseDepthScale = IniParams.Load(int2(2,0)).z;
float TooltipIndicator = IniParams.Load(int2(0,0)).w;
float HudScale = IniParams.Load(int2(4,0)).z;
float HudScale2 = IniParams.Load(int2(30,0)).w;
float HDWQHDSwitch = IniParams.Load(int2(55,0)).w;

r50.y=0;
//calculate correction value - Pos 1
r50.x=(0.0324*stereo.y)+0.0955;

if(TooltipIndicator==1.0)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*HudScale;
}

if(TooltipIndicator==0.0)
{
if(o1.y > 1200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*HudScale;
}
else if(o1.y <= 1200 && o1.y > 600 && o1.x > -2200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x;
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*-0.15*HudScale2;
}
else if(o1.y <= 600 && o1.y > -400 && o1.x > -2200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x;
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*-0.19*HudScale2;
}
else if(o1.y <= -400 && o1.y > -1200 && o1.x > -2200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x;
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*-0.26*HudScale2;
}
else if(o1.y <= -1200 && o1.x > -2200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x;
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*-0.30*HudScale2;
}
else if(o1.x < -2200)
{
o1.x -= stereo.x*(o1.w - stereo.y)*r50.x*HudScale;
}
}

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.11 on Sun Jan 13 09:00:17 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xy          0     NONE   float   xy
// SV_POSITION              0   xyzw        1      POS   float   xyzw
// COLOR                    0   xyzw        2     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_constantbuffer cb1[21], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_output o2.xyzw
dcl_temps 2
mov o0.xy, v2.xyxx
mul r0.xyzw, v0.yyyy, cb0[1].xyzw
mad r0.xyzw, cb0[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb0[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb0[3].xyzw
mul r1.xyzw, r0.yyyy, cb1[18].xyzw
mad r1.xyzw, cb1[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb1[19].xyzw, r0.zzzz, r1.xyzw
mad o1.xyzw, cb1[20].xyzw, r0.wwww, r1.xyzw
mov o2.xyzw, v1.xyzw
ret
// Approximately 0 instruction slots used

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