// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Sun Jun  9 20:54:26 2024
//
//
// Buffer Definitions:
//
// cbuffer CBPerViewGlobal
// {
//
//   row_major float4x4 CV_ViewProjZeroMatr;// Index:    0 1 2 3          Components:    16 [unused]
//   float4 CV_AnimGenParams;           // Index:    4.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_ViewProjMatr;// Index:    5 6 7 8          Components:    16 [unused]
//   row_major float4x4 CV_ViewProjNearestMatr;// Index:    9 10 11 12       Components:    16 [unused]
//   row_major float4x4 CV_InvViewProj; // Index:   13 14 15 16       Components:    16 [unused]
//   row_major float4x4 CV_PrevViewProjMatr;// Index:   17 18 19 20       Components:    16 [unused]
//   row_major float4x4 CV_PrevViewProjNearestMatr;// Index:   21 22 23 24       Components:    16 [unused]
//   row_major float3x4 CV_ScreenToWorldBasis;// Index:   25 26 27          Components:    12 [unused]
//   float4 CV_TessInfo;                // Index:   28.xyzw           Components:     4 [unused]
//   float4 CV_CameraRightVector;       // Index:   29.xyzw           Components:     4 [unused]
//   float4 CV_CameraFrontVector;       // Index:   30.xyzw           Components:     4 [unused]
//   float4 CV_CameraUpVector;          // Index:   31.xyzw           Components:     4 [unused]
//   float4 CV_ScreenSize;              // Index:   32.xyzw           Components:     4 [unused]
//   float4 CV_HPosScale;               // Index:   33.xyzw           Components:     4
//   float4 CV_HPosClamp;               // Index:   34.xyzw           Components:     4
//   float4 CV_ProjRatio;               // Index:   35.xyzw           Components:     4 [unused]
//   float4 CV_NearestScaled;           // Index:   36.xyzw           Components:     4 [unused]
//   float4 CV_NearFarClipDist;         // Index:   37.xyzw           Components:     4 [unused]
//   float4 CV_SunLightDir;             // Index:   38.xyzw           Components:     4 [unused]
//   float4 CV_SunColor;                // Index:   39.xyzw           Components:     4 [unused]
//   float4 CV_SkyColor;                // Index:   40.xyzw           Components:     4 [unused]
//   float4 CV_FogColor;                // Index:   41.xyzw           Components:     4 [unused]
//   float4 CV_TerrainInfo;             // Index:   42.xyzw           Components:     4 [unused]
//   float4 CV_DecalZFightingRemedy;    // Index:   43.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_FrustumPlaneEquation;// Index:   44 45 46 47       Components:    16 [unused]
//   float4 CV_WindGridOffset;          // Index:   48.xyzw           Components:     4 [unused]
//   row_major float4x4 CV_ViewMatr;    // Index:   49 50 51 52       Components:    16 [unused]
//   row_major float4x4 CV_InvViewMatr; // Index:   53 54 55 56       Components:    16 [unused]
//   float CV_LookingGlass_SunSelector; // Index:   57.x              Components:     1 [unused]
//   float CV_LookingGlass_DepthScalar; // Index:   57.y              Components:     1 [unused]
//   float CV_PADDING0;                 // Index:   57.z              Components:     1 [unused]
//   float CV_PADDING1;                 // Index:   57.w              Components:     1 [unused]
//
// }
//
// cbuffer CBPostAA
// {
//
//   struct <unnamed>
//   {
//
//       row_major float4x4 matReprojection;// Index:    0
//       float4 params;                 // Index:    4
//       float4 screenSize;             // Index:    5
//       float4 worldViewPos;           // Index:    6
//       float4 fxaaParams;             // Index:    7
//
//   } cbPostAA;                        // Index:    0-7              Components:    32
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssPostAALinear_s                  sampler      NA          NA    0        1
// PostAA_CurrentSceneTex            texture  float4          2d    0        1
// PostAA_PreviousSceneTex           texture  float4          2d    1        1
// PostAA_VelocityObjectsTex         texture  float2          2d    3        1
// PostAA_DeviceDepthTex             texture   float          2d   16        1
// StereoParams                      texture  float4          2d  125        1
// CBPostAA                          cbuffer      NA          NA    0        1
// CBPerViewGlobal                   cbuffer      NA          NA   13        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xy          2     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB13[35], immediateIndexed
dcl_constantbuffer CB0[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t16
dcl_resource_buffer (float,float,float,float) t125
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 10
ld_indexable(buffer)(float,float,float,float) r0.x, l(0, 0, 0, 0), t125.xyzw
ld_indexable(buffer)(float,float,float,float) r0.y, l(2, 0, 0, 0), t125.yxzw
round_z r0.zw, v0.xxxy
ftoi r1.xy, r0.zwzz
mov r1.zw, l(0,0,0,0)
ld_indexable(texture2d)(float,float,float,float) r2.z, r1.xyww, t16.yzxw
mad r2.x, -r0.x, l(0.500000), v1.x
mov r2.y, v1.y
mov r2.w, l(1.000000)
dp4 r0.x, cb0[0].xyzw, r2.xyzw
dp4 r3.y, cb0[1].xyzw, r2.xyzw
dp4 r0.z, cb0[3].xyzw, r2.xyzw
mul r0.y, r0.z, r0.y
mad r3.x, r0.y, l(0.500000), r0.x
div r0.xy, r3.xyxx, r0.zzzz
add r0.xy, r0.xyxx, -v1.xyxx
ld_indexable(texture2d)(float,float,float,float) r0.zw, r1.xyzw, t3.zwxy
ne r1.x, r0.z, l(0.000000)
movc r0.xy, r1.xxxx, r0.zwzz, r0.xyxx
mul r0.zw, v1.xxxy, cb13[33].xxxy
add r0.xy, r0.xyxx, v1.xyxx
mul r1.xy, r0.xyxx, cb13[33].zwzz
max r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.zw, r0.zzzw, cb13[34].xxxy
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t0.xyzw, s0, l(0.000000)
max r0.zw, r1.xxxy, l(0.000000, 0.000000, 0.000000, 0.000000)
min r0.zw, r0.zzzw, cb13[34].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r3.xyz, r0.zwzz, t1.xyzw, s0, l(0.000000)
mad r0.zw, r1.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
max r0.z, |r0.w|, |r0.z|
lt r0.z, r0.z, l(1.000000)
if_nz r0.z
  mad r0.zw, cb13[33].xxxy, v1.xxxy, -cb0[5].zzzw
  max r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.zw, r0.zzzw, cb13[34].xxxy
  sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r0.zwzz, t0.xyzw, s0, l(0.000000)
  mul r4.xyzw, l(1.000000, -1.000000, -1.000000, 1.000000), cb0[5].zwzw
  mad r5.xyzw, cb13[33].xyxy, v1.xyxy, r4.xyzw
  max r5.xyzw, r5.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r5.xyzw, r5.xyzw, cb13[34].xyxy
  sample_l_indexable(texture2d)(float,float,float,float) r6.xyz, r5.xyxx, t0.xyzw, s0, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r5.zwzz, t0.xyzw, s0, l(0.000000)
  mad r0.zw, cb13[33].xxxy, v1.xxxy, cb0[5].zzzw
  max r0.zw, r0.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.zw, r0.zzzw, cb13[34].xxxy
  sample_l_indexable(texture2d)(float,float,float,float) r7.xyz, r0.zwzz, t0.xyzw, s0, l(0.000000)
  min r8.xyz, r5.xyzx, r6.xyzx
  min r8.xyz, r1.xyzx, r8.xyzx
  min r9.xyz, r2.xyzx, r7.xyzx
  min r8.xyz, r8.xyzx, r9.xyzx
  max r5.xyz, r5.xyzx, r6.xyzx
  max r1.xyz, r1.xyzx, r5.xyzx
  max r5.xyz, r2.xyzx, r7.xyzx
  max r1.xyz, r1.xyzx, r5.xyzx
  add r5.xyz, r8.xyzx, r1.xyzx
  mad r6.xyz, r5.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000), r1.xyzx
  add r7.xyz, r2.xyzx, -r3.xyzx
  mad r5.xyz, r5.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000), r3.xyzx
  dp3 r0.z, r7.xyzx, r7.xyzx
  sqrt r0.z, r0.z
  ge r0.z, r0.z, l(0.000001)
  rcp r7.xyz, r7.xyzx
  add r9.xyz, -r5.xyzx, r6.xyzx
  mul r9.xyz, r7.xyzx, r9.xyzx
  add r5.xyz, -r5.xyzx, -r6.xyzx
  mul r5.xyz, r7.xyzx, r5.xyzx
  min r5.xyz, r5.xyzx, r9.xyzx
  max r0.w, r5.y, r5.x
  max_sat r0.w, r5.z, r0.w
  movc r0.z, r0.z, r0.w, l(1.000000)
  mad r5.xy, cb13[33].zwzz, r0.xyxx, -cb0[5].zwzz
  max r5.xy, r5.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r5.xy, r5.xyxx, cb13[34].zwzz
  sample_l_indexable(texture2d)(float,float,float,float) r5.xyz, r5.xyxx, t1.xyzw, s0, l(0.000000)
  mad r4.xyzw, cb13[33].zwzw, r0.xyxy, r4.xyzw
  max r4.xyzw, r4.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r4.xyzw, r4.xyzw, cb13[34].zwzw
  sample_l_indexable(texture2d)(float,float,float,float) r6.xyz, r4.xyxx, t1.xyzw, s0, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyz, r4.zwzz, t1.xyzw, s0, l(0.000000)
  mad r0.xy, cb13[33].zwzz, r0.xyxx, cb0[5].zwzz
  max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.xy, r0.xyxx, cb13[34].zwzz
  sample_l_indexable(texture2d)(float,float,float,float) r0.xyw, r0.xyxx, t1.xywz, s0, l(0.000000)
  max r7.xyz, r8.xyzx, r5.xyzx
  min r7.xyz, r1.xyzx, r7.xyzx
  add r5.xyz, -r5.xyzx, r7.xyzx
  dp3 r1.w, r5.xyzx, r5.xyzx
  sqrt r1.w, r1.w
  max r5.xyz, r8.xyzx, r6.xyzx
  min r5.xyz, r1.xyzx, r5.xyzx
  add r5.xyz, -r6.xyzx, r5.xyzx
  dp3 r2.w, r5.xyzx, r5.xyzx
  sqrt r2.w, r2.w
  add r1.w, r1.w, r2.w
  max r5.xyz, r8.xyzx, r4.xyzx
  min r5.xyz, r1.xyzx, r5.xyzx
  add r4.xyz, -r4.xyzx, r5.xyzx
  dp3 r2.w, r4.xyzx, r4.xyzx
  sqrt r2.w, r2.w
  add r1.w, r1.w, r2.w
  max r4.xyz, r8.xyzx, r0.xywx
  min r1.xyz, r1.xyzx, r4.xyzx
  add r0.xyw, -r0.xyxw, r1.xyxz
  dp3 r0.x, r0.xywx, r0.xywx
  sqrt r0.x, r0.x
  add r0.x, r0.x, r1.w
  lt r0.x, r0.x, l(0.020000)
  movc r0.x, r0.x, l(0), r0.z
else
  mov r0.x, l(1.000000)
endif
add r0.yzw, -r2.xxyz, r3.xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
sqrt r0.y, r0.y
mul r0.y, r0.y, l(10.000000)
min r0.y, r0.y, l(1.000000)
add r1.xyz, r2.xyzx, -r3.xyzx
mad r0.xzw, r0.xxxx, r1.xxyz, r3.xxyz
mad r0.y, r0.y, l(2.500000), l(2.500000)
rcp r0.y, r0.y
add r1.xyz, -r0.xzwx, r2.xyzx
mad o0.xyz, r0.yyyy, r1.xyzx, r0.xzwx
mov o0.w, l(0)
ret
// Approximately 124 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Sun Jun  9 20:54:26 2024
//
// cbuffer CBPerViewGlobal : register(b13)
// {
//   row_major float4x4 CV_ViewProjZeroMatr : packoffset(c0);
//   float4 CV_AnimGenParams : packoffset(c4);
//   row_major float4x4 CV_ViewProjMatr : packoffset(c5);
//   row_major float4x4 CV_ViewProjNearestMatr : packoffset(c9);
//   row_major float4x4 CV_InvViewProj : packoffset(c13);
//   row_major float4x4 CV_PrevViewProjMatr : packoffset(c17);
//   row_major float4x4 CV_PrevViewProjNearestMatr : packoffset(c21);
//   row_major float3x4 CV_ScreenToWorldBasis : packoffset(c25);
//   float4 CV_TessInfo : packoffset(c28);
//   float4 CV_CameraRightVector : packoffset(c29);
//   float4 CV_CameraFrontVector : packoffset(c30);
//   float4 CV_CameraUpVector : packoffset(c31);
//   float4 CV_ScreenSize : packoffset(c32);
//   float4 CV_HPosScale : packoffset(c33);
//   float4 CV_HPosClamp : packoffset(c34);
//   float4 CV_ProjRatio : packoffset(c35);
//   float4 CV_NearestScaled : packoffset(c36);
//   float4 CV_NearFarClipDist : packoffset(c37);
//   float4 CV_SunLightDir : packoffset(c38);
//   float4 CV_SunColor : packoffset(c39);
//   float4 CV_SkyColor : packoffset(c40);
//   float4 CV_FogColor : packoffset(c41);
//   float4 CV_TerrainInfo : packoffset(c42);
//   float4 CV_DecalZFightingRemedy : packoffset(c43);
//   row_major float4x4 CV_FrustumPlaneEquation : packoffset(c44);
//   float4 CV_WindGridOffset : packoffset(c48);
//   row_major float4x4 CV_ViewMatr : packoffset(c49);
//   row_major float4x4 CV_InvViewMatr : packoffset(c53);
//   float CV_LookingGlass_SunSelector : packoffset(c57);
//   float CV_LookingGlass_DepthScalar : packoffset(c57.y);
//   float CV_PADDING0 : packoffset(c57.z);
//   float CV_PADDING1 : packoffset(c57.w);
// }
//
// cbuffer CBPostAA : register(b0)
// {
//
//   struct
//   {
//     row_major float4x4 matReprojection;
//     float4 params;
//     float4 screenSize;
//     float4 worldViewPos;
//     float4 fxaaParams;
//   } cbPostAA : packoffset(c0);
//
// }
//
// SamplerState ssPostAALinear_s_s : register(s0);
// Texture2D<float4> PostAA_CurrentSceneTex : register(t0);
// Texture2D<float4> PostAA_PreviousSceneTex : register(t1);
// Texture2D<float2> PostAA_VelocityObjectsTex : register(t3);
// Texture2D<float> PostAA_DeviceDepthTex : register(t16);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   float2 v2 : TEXCOORD1,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.x = StereoParams.Load(float4(0,0,0,0)).x;
//   r0.y = StereoParams.Load(float4(2,0,0,0)).x;
//   r0.zw = trunc(v0.xy);
//   r1.xy = (int2)r0.zw;
//   r1.zw = float2(0,0);
//   r2.z = PostAA_DeviceDepthTex.Load(r1.xyw).x;
//   r2.x = -r0.x * 0.5 + v1.x;
//   r2.y = v1.y;
//   r2.w = 1;
//   r0.x = dot(cbPostAA.matReprojection._m00_m01_m02_m03, r2.xyzw);
//   r3.y = dot(cbPostAA.matReprojection._m10_m11_m12_m13, r2.xyzw);
//   r0.z = dot(cbPostAA.matReprojection._m30_m31_m32_m33, r2.xyzw);
//   r0.y = r0.y * r0.z;
//   r3.x = r0.y * 0.5 + r0.x;
//   r0.xy = r3.xy / r0.zz;
//   r0.xy = -v1.xy + r0.xy;
//   r0.zw = PostAA_VelocityObjectsTex.Load(r1.xyz).xy;
//   r1.x = cmp(r0.z != 0.000000);
//   r0.xy = r1.xx ? r0.zw : r0.xy;
//   r0.zw = CV_HPosScale.xy * v1.xy;
//   r0.xy = v1.xy + r0.xy;
//   r1.xy = CV_HPosScale.zw * r0.xy;
//   r0.zw = max(float2(0,0), r0.zw);
//   r0.zw = min(CV_HPosClamp.xy, r0.zw);
//   r2.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s_s, r0.zw, 0).xyz;
//   r0.zw = max(float2(0,0), r1.xy);
//   r0.zw = min(CV_HPosClamp.zw, r0.zw);
//   r3.xyz = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s_s, r0.zw, 0).xyz;
//   r0.zw = r1.xy * float2(2,2) + float2(-1,-1);
//   r0.z = max(abs(r0.z), abs(r0.w));
//   r0.z = cmp(r0.z < 1);
//   if (r0.z != 0) {
//     r0.zw = CV_HPosScale.xy * v1.xy + -cbPostAA.screenSize.zw;
//     r0.zw = max(float2(0,0), r0.zw);
//     r0.zw = min(CV_HPosClamp.xy, r0.zw);
//     r1.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s_s, r0.zw, 0).xyz;
//     r4.xyzw = cbPostAA.screenSize.zwzw * float4(1,-1,-1,1);
//     r5.xyzw = CV_HPosScale.xyxy * v1.xyxy + r4.xyzw;
//     r5.xyzw = max(float4(0,0,0,0), r5.xyzw);
//     r5.xyzw = min(CV_HPosClamp.xyxy, r5.xyzw);
//     r6.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s_s, r5.xy, 0).xyz;
//     r5.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s_s, r5.zw, 0).xyz;
//     r0.zw = CV_HPosScale.xy * v1.xy + cbPostAA.screenSize.zw;
//     r0.zw = max(float2(0,0), r0.zw);
//     r0.zw = min(CV_HPosClamp.xy, r0.zw);
//     r7.xyz = PostAA_CurrentSceneTex.SampleLevel(ssPostAALinear_s_s, r0.zw, 0).xyz;
//     r8.xyz = min(r6.xyz, r5.xyz);
//     r8.xyz = min(r8.xyz, r1.xyz);
//     r9.xyz = min(r7.xyz, r2.xyz);
//     r8.xyz = min(r9.xyz, r8.xyz);
//     r5.xyz = max(r6.xyz, r5.xyz);
//     r1.xyz = max(r5.xyz, r1.xyz);
//     r5.xyz = max(r7.xyz, r2.xyz);
//     r1.xyz = max(r5.xyz, r1.xyz);
//     r5.xyz = r1.xyz + r8.xyz;
//     r6.xyz = r5.xyz * float3(-0.5,-0.5,-0.5) + r1.xyz;
//     r7.xyz = -r3.xyz + r2.xyz;
//     r5.xyz = r5.xyz * float3(-0.5,-0.5,-0.5) + r3.xyz;
//     r0.z = dot(r7.xyz, r7.xyz);
//     r0.z = sqrt(r0.z);
//     r0.z = cmp(r0.z >= 9.99999997e-07);
//     r7.xyz = rcp(r7.xyz);
//     r9.xyz = r6.xyz + -r5.xyz;
//     r9.xyz = r9.xyz * r7.xyz;
//     r5.xyz = -r6.xyz + -r5.xyz;
//     r5.xyz = r5.xyz * r7.xyz;
//     r5.xyz = min(r9.xyz, r5.xyz);
//     r0.w = max(r5.x, r5.y);
//     r0.w = saturate(max(r0.w, r5.z));
//     r0.z = r0.z ? r0.w : 1;
//     r5.xy = CV_HPosScale.zw * r0.xy + -cbPostAA.screenSize.zw;
//     r5.xy = max(float2(0,0), r5.xy);
//     r5.xy = min(CV_HPosClamp.zw, r5.xy);
//     r5.xyz = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s_s, r5.xy, 0).xyz;
//     r4.xyzw = CV_HPosScale.zwzw * r0.xyxy + r4.xyzw;
//     r4.xyzw = max(float4(0,0,0,0), r4.xyzw);
//     r4.xyzw = min(CV_HPosClamp.zwzw, r4.xyzw);
//     r6.xyz = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s_s, r4.xy, 0).xyz;
//     r4.xyz = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s_s, r4.zw, 0).xyz;
//     r0.xy = CV_HPosScale.zw * r0.xy + cbPostAA.screenSize.zw;
//     r0.xy = max(float2(0,0), r0.xy);
//     r0.xy = min(CV_HPosClamp.zw, r0.xy);
//     r0.xyw = PostAA_PreviousSceneTex.SampleLevel(ssPostAALinear_s_s, r0.xy, 0).xyz;
//     r7.xyz = max(r5.xyz, r8.xyz);
//     r7.xyz = min(r7.xyz, r1.xyz);
//     r5.xyz = r7.xyz + -r5.xyz;
//     r1.w = dot(r5.xyz, r5.xyz);
//     r1.w = sqrt(r1.w);
//     r5.xyz = max(r6.xyz, r8.xyz);
//     r5.xyz = min(r5.xyz, r1.xyz);
//     r5.xyz = r5.xyz + -r6.xyz;
//     r2.w = dot(r5.xyz, r5.xyz);
//     r2.w = sqrt(r2.w);
//     r1.w = r2.w + r1.w;
//     r5.xyz = max(r4.xyz, r8.xyz);
//     r5.xyz = min(r5.xyz, r1.xyz);
//     r4.xyz = r5.xyz + -r4.xyz;
//     r2.w = dot(r4.xyz, r4.xyz);
//     r2.w = sqrt(r2.w);
//     r1.w = r2.w + r1.w;
//     r4.xyz = max(r0.xyw, r8.xyz);
//     r1.xyz = min(r4.xyz, r1.xyz);
//     r0.xyw = r1.xyz + -r0.xyw;
//     r0.x = dot(r0.xyw, r0.xyw);
//     r0.x = sqrt(r0.x);
//     r0.x = r1.w + r0.x;
//     r0.x = cmp(r0.x < 0.0199999996);
//     r0.x = r0.x ? 0 : r0.z;
//   } else {
//     r0.x = 1;
//   }
//   r0.yzw = r3.xyz + -r2.xyz;
//   r0.y = dot(r0.yzw, r0.yzw);
//   r0.y = sqrt(r0.y);
//   r0.y = 10 * r0.y;
//   r0.y = min(1, r0.y);
//   r1.xyz = -r3.xyz + r2.xyz;
//   r0.xzw = r0.xxx * r1.xyz + r3.xyz;
//   r0.y = r0.y * 2.5 + 2.5;
//   r0.y = rcp(r0.y);
//   r1.xyz = r2.xyz + -r0.xzw;
//   o0.xyz = r0.yyy * r1.xyz + r0.xzw;
//   o0.w = 0;
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
