// UI 5

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



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

// Our stuff
Texture2D<float4> IconFilter1 : register(t101);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

uint lookup_icon_filter2(float2 texCoord, Texture2D<float4> IconFilter)
{
	uint width, height;
	IconFilter.GetDimensions(width, height);
	
	uint2 tex = texCoord * float2(width, height);
	float4 colour = IconFilter.Load(int3(tex, 0));
	
	if (all(abs(colour - float4(0, 1, 0, 1)) <= 1/512))
		return 1;
	if (all(abs(colour - float4(0, 0, 1, 1)) <= 1/512))
		return 2;
	if (all(abs(colour - float4(1, 0, 1, 1)) <= 1/512))
		return 5;
			
	return 0;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

void main(
  float4 v0 : COLOR0,
  float4 v1 : SV_Position0,
  out float4 o0 : COLOR0,
  out float2 o1 : TEXCOORD0,
  out float4 o2 : SV_Position0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  o0.xyzw = v0.xyzw;
  r0.xyzw = v0.zzzz * float4(1020.03998,1020.03998,1020.03998,1020.03998) + float4(0.100000001,1.10000002,2.0999999,3.0999999);
  r0.xyzw = (uint4)r0.xyzw;
  
  float2 temp;
  temp.x = dot(v1.xyzw, vfuniforms[r0.z].xyzw);
  temp.y = dot(v1.xyzw, vfuniforms[r0.w].xyzw);
  o1 = temp;
  
  o2.x = dot(v1.xyzw, vfuniforms[r0.x].xyzw);
  o2.y = dot(v1.xyzw, vfuniforms[r0.y].xyzw);
  o2.zw = float2(0,1);


  float4 stereo = StereoParams.Load(0);
  float4 iniParams = IniParams.Load(0);
  float4 uiParams = IniParams.Load(int2(1,0));
  float4 tex_filter = IniParams.Load(int2(3,0));
  if (tex_filter.x == 10)
  {
	uint action = lookup_icon_filter2(temp, IconFilter1);
	if (action)
	{
		o2.x += stereo.x * uiParams.x;
		return;
	}
  }

  if (o2.y >-0.2&& uiParams.y == 1.0)
	o2.x += stereo.x * uiParams.x;
  else
	o2.x += stereo.x * iniParams.x;

  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
//   using 3Dmigoto v1.3.14 on Fri Mar 22 22:24:47 2019
//
//
// 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
// SV_Position              0   xyzw        1     NONE   float   xyzw
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// COLOR                    0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 0   xy          1     NONE   float   xy
// SV_Position              0   xyzw        2      POS   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[96], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_output o0.xyzw
dcl_output o1.xy
dcl_output_siv o2.xyzw, position
dcl_temps 1
mov o0.xyzw, v0.xyzw
mad r0.xyzw, v0.zzzz, l(1020.039978, 1020.039978, 1020.039978, 1020.039978), l(0.100000, 1.100000, 2.100000, 3.100000)
ftou r0.xyzw, r0.xyzw
dp4 o1.x, v1.xyzw, cb0[r0.z + 0].xyzw
dp4 o1.y, v1.xyzw, cb0[r0.w + 0].xyzw
dp4 o2.x, v1.xyzw, cb0[r0.x + 0].xyzw
dp4 o2.y, v1.xyzw, cb0[r0.y + 0].xyzw
mov o2.zw, l(0,0,0,1.000000)
ret
// Approximately 9 instruction slots used

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