// icon dot and frame PS

// constant buffer injected by 3dmigoto
cbuffer _Globals : register(b12)
{
  // float4 g_vCamPos1 : packoffset(c14);
  float4 g_vCamPos1 : packoffset(c37);
}

cbuffer _Globals : register(b13)
{
  // float4 g_vCamPos2 : packoffset(c14);
  float4 g_vCamPos2 : packoffset(c37);
}

SamplerState mySampler_s : register(s0);
Texture2D<float4> mySampler : register(t0);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
// Texture2D<float4> StereoParams : register(t125);
Texture2D<float4> t16 : register(t121);

void main( 
  float4 v0 : SV_Position0,
  float4 v1 : COLOR0,
  float2 v2 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;
  
float2 tmp; 
float4 filter;
uint width;
uint height;
float flagTxt = IniParams.Load(0).z; // Waypt Texture flag
float zoomFactor = IniParams.Load(0).w; // zoom factor
float FovXshift = IniParams.Load(int2(6, 0)).x;
float zoomShift = IniParams.Load(int2(6, 0)).y;

float flagOff = IniParams.Load(int2(7, 0)).w; // Waypoint toggle
float flagWaypt = IniParams.Load(int2(7, 0)).z; // Waypoint toggle

if ((g_vCamPos2.x + g_vCamPos2.y + g_vCamPos2.z) != (g_vCamPos1.x + g_vCamPos1.y + g_vCamPos1.z)) {
	// Right Eye
	FovXshift += zoomShift;
	}
	else  {
	// Left eye
	FovXshift = -FovXshift;
	FovXshift -= zoomShift;
	}

  r0.xyzw = mySampler.Sample(mySampler_s, v2.xy).xyzw;
  o0.xyzw = v1.xyzw * r0.xyzw;
  
t16.GetDimensions(width, height);  
	tmp.x = v0.x/2 - FovXshift*width/2;
	tmp.y = v0.y/2;
  filter = t16.Load(int3(tmp.xy, 0)); 
  
   if (filter.w == 1 && flagOff == 1 ) o0.w=0.0; 
   
   if (flagTxt == 1 && flagWaypt == 1) o0.w=0.0; 
   
   // filter planes indicators
   // if (v2.y > 0.27 && v2.x < 0.27 && flagWaypt == 1) o0.w=0.0; 
   if (v2.y > 0.27 && v2.x < 0.27 ) o0.w=0.0; 
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
//   using 3Dmigoto v1.2.57 on Thu Jul 27 13:46:23 2017
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// mySampler                         sampler      NA          NA    0        1
// mySampler                         texture  float4          2d    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float       
// COLOR                    0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 0   xy          2     NONE   float   xy  
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_temps 1
sample r0.xyzw, v2.xyxx, t0.xyzw, s0
mul o0.xyzw, r0.xyzw, v1.xyzw
ret 
// Approximately 3 instruction slots used

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