// ---- Created with 3Dmigoto v1.3.16 on Sun Jun 12 15:13:11 2022
cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}



///////////////////////////////////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 stereo = StereoParams.Load(0);
float convergence = stereo.y;
x = min(max((x /2 + 0.5) * width, 0), width - width/2.4);
//y = min(max((-y /2 + 0.3) * height, 0), height - width/3.0+convergence);
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;

    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 (w > sampled_w)
            break;

        old_offset = offset;
    }

    return old_offset;
}

/////////////HUD FIX END declarations ///////////////

void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float2 v3 : ATTRIBUTE3,
  float4 v4 : ATTRIBUTE4,
  float4 v5 : ATTRIBUTE5,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : TEXCOORD2,
  out float4 o5 : TEXCOORD3)

{
  float4 r0,r1,r2,r10;
  uint4 bitmask, uiDest;
  float4 fDest;

float4 stereo = StereoParams.Load(0);


  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-005,6.10351999e-005,6.10351999e-005), v5.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 = v5.w;
  o2.xy = v3.xy;
  o2.zw = v2.xy;
  o3.xyzw = v4.xyzw;
  o4.xy = v1.xy;
  o5.xyzw = v0.xyzw;


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Jun 12 15:13:11 2022
//
//
// 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   xy          3     NONE   float   xy
// ATTRIBUTE                4   xyzw        4     NONE   float   xyzw
// ATTRIBUTE                5   xyzw        5     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xy          4     NONE   float   xy
// TEXCOORD                 3   xyzw        5     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.xy
dcl_input v4.xyzw
dcl_input v5.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output o4.xy
dcl_output o5.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, v5.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, v5.w
mov o2.xy, v3.xyxx
mov o2.zw, v2.xxxy
mov o3.xyzw, v4.xyzw
mov o4.xy, v1.xyxx
mov o5.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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