//HUD crosshair
// ---- Created with 3Dmigoto v0.6.164 on Sun May  3 11:28:39 2026
cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}




// 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);
Texture2D<float> DepthBuffer : register(t110);



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;

    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;

  //return (far*near/((1-z)*near) + (far*z));
  return (far*near/((z)*near) + (far*z));
}

float adjust_from_depth_buffer(float x, float y, float numsamples)
{
    float4 stereo = StereoParams.Load(0);
    float separation = stereo.x; float convergence = stereo.y;
    float old_offset, offset, w, sampled_w, distance;
    uint i;


    offset = (near - convergence) * separation * 0; // Z = X offset from center
    distance = separation - offset;         // Total distance to cover (separation - starting X offset)

	float4 testeo = IniParams.Load(int2(90,0));

    old_offset = offset;
    for (i = 0; i < numsamples; i++) {
        offset += distance / numsamples;

        // Calculate depth for this point on the line:
        w = (separation * convergence*0.20) / (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;
}


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  uint2 v4 : ATTRIBUTE4,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 stereo = StereoParams.Load(0); 
float4 testeo = IniParams.Load(int2(90,0)); 
float4 RederTargetFilter = IniParams.Load(int2(2,0));  
float4 RederTargetFilter2 = IniParams.Load(int2(3,0));  
float HupDepth = IniParams[89].x;
float cursorShowing = IniParams[71].x;
float linesInPanel = IniParams[71].y;
float gamePlay = IniParams[100].y;
//float blueLine = IniParams[102].y;
//float cursor_x = IniParams[0].x;
//float cursor_y = IniParams[0].y;   

  r0.xyzw = cb0[2].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[1].xyzw + r0.xyzw;
  o0.xyzw = cb0[4].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-05,6.10351999e-05,6.10351999e-05), v3.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 = v3.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v1.xy;
  o4.xyzw = v0.xyzw;


bool applyCorrection = false;
if (abs(o0.y) < 0.65){
	applyCorrection = true;
}


//if (!cursorShowing){
if (gamePlay == 1){

//if (o0.w ==1 && applyCorrection && linesInPanel != 10){
if (o0.w ==1 && applyCorrection && linesInPanel != 10){	
float adjustment = adjust_from_depth_buffer(0, 0, 300);
o0.x += adjustment;	
float CrossFade = adjustment / stereo.x;  
//o0.x += adjust_from_depth_buffer(0, 0, 300);
//o1.w = saturate(1.0 - CrossFade / 0.8); //fade the crosshair
if (CrossFade > 0.9){o1.w = 0;}
}
}



/*
o0.x += adjust_from_depth_buffer(0, 0, 300);
if (RederTargetFilter.x == 10){
o0.x -= adjust_from_depth_buffer(0, 0, 300);
}
*/

/*
o0.x += adjust_from_depth_buffer(o0.x, o0.y, 300);
if (RederTargetFilter.x == 10){
o0.x -= adjust_from_depth_buffer(o0.x, o0.y, 300);
}
*/

/*
uint width, height;
DepthBuffer.GetDimensions(width, height);
if (width > 0) {
    float depth = DepthBuffer.Load(int3(width/2, height/2, 0)).x;
    o1.rgba = float4(depth, depth, depth, 1);
}	
*/





  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Sun May  3 11:28:39 2026
//
//
// 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   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// 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   xy          3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[5], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[2].xyzw
mad r0.xyzw, v2.xxxx, cb0[1].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[4].xyzw
max r0.xyz, v3.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, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o3.xy, v1.xyxx
mov o4.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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