// ---- Created with 3Dmigoto v0.6.164 on Thu Dec  4 16:23:07 2025
cbuffer cb3 : register(b3)
{
  float4 cb3[21];
}

cbuffer cb2 : register(b2)
{
  float4 cb2[4];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[7];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[7];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
Texture2D<float> DepthBuffer : register(t110);

static const float near = 0.0001;
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/((z)*near) + (far*z));
}

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

    offset = (near - convergence) * separation ;
    distance = separation - offset;

    old_offset = offset;
    
    for (i = 0; i < 255; i++) {
        offset += distance / 255.0;
        w = (separation * convergence*10) / (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;
}


void main(
  float4 v0 : POSITION0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : TEXCOORD2)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb2[1].xyzw * v0.yyyy;
  r0.xyzw = cb2[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb2[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb2[3].xyzw + r0.xyzw;
  r1.xyzw = cb3[18].xyzw * r0.yyyy;
  r1.xyzw = cb3[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb3[19].xyzw * r0.zzzz + r1.xyzw;
  r0.xyzw = cb3[20].xyzw * r0.wwww + r1.xyzw;
  o0.xyzw = r0.xyzw;
  o1.xyzw = cb0[2].xyzw * v1.xyzw;
  o2.xy = v2.xy * cb0[5].xy + cb0[5].zw;
  o3.xyzw = v0.xyzw;
  r0.xy = cb3[6].xy * cb1[6].yy;
  r0.xy = cb3[5].xy * cb1[6].xx + r0.xy;
  r0.xy = r0.ww / abs(r0.xy);
  r0.xy = cb0[6].xy * float2(0.25,0.25) + abs(r0.xy);
  o4.zw = float2(0.25,0.25) / r0.xy;
  r0.xyzw = max(float4(-2e+10,-2e+10,-2e+10,-2e+10), cb0[4].xyzw);
  r0.xyzw = min(float4(2e+10,2e+10,2e+10,2e+10), r0.xyzw);
  r0.xy = v0.xy * float2(2,2) + -r0.xy;
  o4.xy = r0.xy + -r0.zw;
  
float4 s = StereoParams.Load(0);
float4 texFilter = IniParams.Load(int2(14,0));
float4 testeo = IniParams.Load(int2(90,0));
//float4 HideCrosshair = IniParams.Load(int2(80,0));
float cursor_showing = IniParams[1].z;
float HideCrosshairCamera = IniParams[80].x;
float HideCrosshair = IniParams[80].x;
  

bool passCenter = (abs(o0.y) < 0.3) && (abs(o0.x) < 0.3);  


if (!cursor_showing){
  if ( passCenter) // texFilter.x == 15 ||
  {
    float adjustment = adjust_from_depth_buffer(0, 0);
    o0.x += adjustment;
    float CrossFade = adjustment / s.x;
    if (CrossFade >= 0.8 || HideCrosshairCamera == 1 || HideCrosshair == 1) {
        o1.w = 0; // Hacer transparente en vez de mover a 0
           
    }
  }
}
  
  

  
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.164 on Thu Dec  4 16:23:07 2025
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy
//
//
// 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   xy          2     NONE   float   xy
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// TEXCOORD                 2   xyzw        4     NONE   float   xyzw
//
vs_4_0
dcl_constantbuffer CB0[7], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_constantbuffer CB2[4], immediateIndexed
dcl_constantbuffer CB3[21], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
dcl_output o3.xyzw
dcl_output o4.xyzw
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb2[1].xyzw
mad r0.xyzw, cb2[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb2[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb2[3].xyzw
mul r1.xyzw, r0.yyyy, cb3[18].xyzw
mad r1.xyzw, cb3[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb3[19].xyzw, r0.zzzz, r1.xyzw
mad r0.xyzw, cb3[20].xyzw, r0.wwww, r1.xyzw
mov o0.xyzw, r0.xyzw
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mad o2.xy, v2.xyxx, cb0[5].xyxx, cb0[5].zwzz
mov o3.xyzw, v0.xyzw
mul r0.xy, cb1[6].yyyy, cb3[6].xyxx
mad r0.xy, cb3[5].xyxx, cb1[6].xxxx, r0.xyxx
div r0.xy, r0.wwww, |r0.xyxx|
mad r0.xy, cb0[6].xyxx, l(0.250000, 0.250000, 0.000000, 0.000000), |r0.xyxx|
div o4.zw, l(0.000000, 0.000000, 0.250000, 0.250000), r0.xxxy
max r0.xyzw, cb0[4].xyzw, l(-20000000000.000000, -20000000000.000000, -20000000000.000000, -20000000000.000000)
min r0.xyzw, r0.xyzw, l(20000000000.000000, 20000000000.000000, 20000000000.000000, 20000000000.000000)
mad r0.xy, v0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), -r0.xyxx
add o4.xy, -r0.zwzz, r0.xyxx
ret
// Approximately 0 instruction slots used

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