// Pistol Crosshair from DHR

// This also directly affects terminal text, making it behind the screen.  
// Also text in E interaction hints.

cbuffer Constants : register(b0)
{
  float4 vfuniforms[96] : packoffset(c0);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
  float4 v0 : COLOR0,
  float4 v1 : COLOR1,
  float4 v2 : SV_Position0,
  out float4 o0 : COLOR0,
  out float4 o1 : COLOR1,
  out float4 o2 : TEXCOORD0,
  out float4 o3 : TEXCOORD1,
  out float4 o4 : SV_Position0)
{
  float4 r0;
  uint4 bitmask;
  o0.xyzw = v0.xyzw;
  o1.xyzw = v1.xyzw;
  r0.xyzw = v1.zzzz * float4(1.020040e+003,1.020040e+003,1.020040e+003,1.020040e+003) + float4(2.100000e+000,3.100000e+000,1.000000e-001,1.100000e+000);
  r0.xyzw = (uint4)r0.xyzw;
  o2.xyzw = vfuniforms[r0.z].xyzw;
  o3.xyzw = vfuniforms[r0.w].xyzw;
  o4.x = dot(v2.xyzw, vfuniforms[r0.x].xyzw);
  o4.y = dot(v2.xyzw, vfuniforms[r0.y].xyzw);
  o4.zw = float2(0.000000e+000,1.000000e+000);
  
float4 stereo = StereoParams.Load(0);
float4 iniParams = IniParams.Load(0);

// We set z to 0.8 when aiming.
o4.x += stereo.x * iniParams.z;   
if (iniParams.z < -0.9)
{
  o4 = 0;
}

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.16384
//
//
// Buffer Definitions: 
//
// cbuffer Constants
// {
//
//   float4 vfuniforms[96];             // Offset:    0 Size:  1536
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// Constants                         cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// COLOR                    1   xyzw        1     NONE   float   xyzw
// SV_Position              0   xyzw        2     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// COLOR                    1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 1   xyzw        3     NONE   float   xyzw
// SV_Position              0   xyzw        4      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_output_siv o4.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mov o1.xyzw, v1.xyzw
mad r0.xyzw, v1.zzzz, l(1020.039978, 1020.039978, 1020.039978, 1020.039978), l(2.100000, 3.100000, 0.100000, 1.100000)
ftou r0.xyzw, r0.xyzw
mov o2.xyzw, cb0[r0.z + 0].xyzw
mov o3.xyzw, cb0[r0.w + 0].xyzw
dp4 o4.x, v2.xyzw, cb0[r0.x + 0].xyzw
dp4 o4.y, v2.xyzw, cb0[r0.y + 0].xyzw
mov o4.zw, l(0,0,0,1.000000)
ret 
// Approximately 10 instruction slots used
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
