// ---- Created with geo-11 v0.7.9 on Mon Jul  6 08:27:55 2026
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

cbuffer cb1 : register(b1)
{
  float4 cb1[4];
}

cbuffer cb0 : register(b0)
{
  float4 cb0[3];
}




// 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*20) / (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)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float4 s = StereoParams.Load(0);
//float4 texFilter = IniParams.Load(int2(14,0));
//float4 testeo = IniParams.Load(int2(90,0));
//float4 Map = IniParams.Load(int2(81,0));
float cursor_showing = IniParams[1].z;    

  r0.xyzw = cb1[1].xyzw * v0.yyyy;
  r0.xyzw = cb1[0].xyzw * v0.xxxx + r0.xyzw;
  r0.xyzw = cb1[2].xyzw * v0.zzzz + r0.xyzw;
  r0.xyzw = cb1[3].xyzw + r0.xyzw;
  r1.xyzw = cb2[18].xyzw * r0.yyyy;
  r1.xyzw = cb2[17].xyzw * r0.xxxx + r1.xyzw;
  r1.xyzw = cb2[19].xyzw * r0.zzzz + r1.xyzw;
  o0.xyzw = cb2[20].xyzw * r0.wwww + r1.xyzw;
  o1.xyzw = cb0[2].xyzw * v1.xyzw;
  o2.xy = v2.xy;
  o3.xyzw = v0.xyzw;
  
if (!cursor_showing ){  
	if (o0.w == 1){
		if (o0.y > -0.8 && o0.y < 0.8 && o0.x > -0.5 && o0.x < 0.5){
    float adjustment = adjust_from_depth_buffer(0, 0);
    o0.x += adjustment;  
		}
	}
}
  
  return;
  
  
  
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.7.9 on Mon Jul  6 08:27:55 2026
//
//
// 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
//
vs_4_0
dcl_constantbuffer CB0[3], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB2[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_temps 2
mul r0.xyzw, v0.yyyy, cb1[1].xyzw
mad r0.xyzw, cb1[0].xyzw, v0.xxxx, r0.xyzw
mad r0.xyzw, cb1[2].xyzw, v0.zzzz, r0.xyzw
add r0.xyzw, r0.xyzw, cb1[3].xyzw
mul r1.xyzw, r0.yyyy, cb2[18].xyzw
mad r1.xyzw, cb2[17].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[19].xyzw, r0.zzzz, r1.xyzw
mad o0.xyzw, cb2[20].xyzw, r0.wwww, r1.xyzw
mul o1.xyzw, v1.xyzw, cb0[2].xyzw
mov o2.xy, v2.xyxx
mov o3.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

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