// Cutscenes - Character outlines
// ---- Created with geo-11 v0.6.198 on Mon Jul  6 22:48:36 2026
cbuffer cb2 : register(b2)
{
  float4 cb2[21];
}

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

cbuffer cb0 : register(b0)
{
  float4 cb0[5];
}




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

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;

    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/((1-z)*near) + (far*z));
}

// from masterotaku's Batman Arkam Knight fix:
// https://helixmod.blogspot.com/2020/12/batman-arkham-knight-dx11.html
float adjust_from_depth_buffer(float x, float y, float numsamples)
{
    float4 stereo = StereoParams.Load(0);
    // if separation is not present (depth is 0), abort
    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; // 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 * 0.1) / (separation - offset);

        sampled_w = world_z_from_depth_buffer(x + offset, y);
        if (sampled_w == 0)
            return separation;

        // If the sampled depth is closer than the calculated depth,
        // we have found something that intersects the line, so exit
        // the loop and return the last point that was not intersected:
        if (w > sampled_w)
            break;

        old_offset = offset;
    }

    return old_offset;
}

void main(
  float4 v0 : POSITION0,
  float3 v1 : NORMAL0,
  float4 v2 : COLOR0,
  float2 v3 : TEXCOORD0,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float2 o2 : TEXCOORD1)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  float4 hudToggle = IniParams.Load(int2(20,0));

  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;

  if (hudToggle.z == 1) {
    o0.x += adjust_from_depth_buffer(0,0,255);
  }

  o1.xyzw = v2.xyzw;
  o2.xy = v3.xy * cb0[4].xy + cb0[4].zw;


  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v0.6.198 on Mon Jul  6 22:48:36 2026
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION                 0   xyzw        0     NONE   float   xyz
// NORMAL                   0   xyz         1     NONE   float
// COLOR                    0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     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                 1   xy          2     NONE   float   xy
//
vs_4_0
dcl_constantbuffer CB0[5], immediateIndexed
dcl_constantbuffer CB1[4], immediateIndexed
dcl_constantbuffer CB2[21], immediateIndexed
dcl_input v0.xyz
dcl_input v2.xyzw
dcl_input v3.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xy
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
mov o1.xyzw, v2.xyzw
mad o2.xy, v3.xyxx, cb0[4].xyxx, cb0[4].zwzz
ret
// Approximately 0 instruction slots used

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