// AUTOMATICALLY CONVERTED FROM SHADER FIXES 
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.193 on Fri May 24 20:11:06 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
//   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
//   float4 CV_HPosScale;               // Index:   33.xyzw           Components:     4 [unused]
//   float4 CV_HPosClamp;               // Index:   34.xyzw           Components:     4
//   float4 CV_ProjRatio;               // Index:   35.xyzw           Components:     4
//   float4 CV_NearestScaled;           // Index:   36.xyzw           Components:     4 [unused]
//   float4 CV_NearFarClipDist;         // Index:   37.xyzw           Components:     4
//   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 CBSSRRaytrace
// {
//
//   struct <unnamed>
//   {
//
//       row_major float4x4 mViewProj;  // Index:    0
//       row_major float4x4 mViewProjPrev;// Index:    4
//       float2 screenScalePrev;        // Index:    8
//       float2 screenScalePrevClamp;   // Index:    8.z
//
//   } cbRefl;                          // Index:    0-8              Components:    36
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// ssReflectionPoint_s               sampler      NA          NA    0        1
// ssReflectionLinear_s              sampler      NA          NA    1        1
// ssReflectionLinearBorder_s        sampler      NA          NA    2        1
// reflectionDepthTex                texture   float          2d    0        1
// reflectionNormalsTex              texture  float4          2d    1        1
// reflectionSpecularTex             texture  float4          2d    2        1
// reflectionDepthScaledTex          texture  float4          2d    3        1
// reflectionPreviousSceneTex        texture  float4          2d    4        1
// reflectionLuminanceTex            texture  float2          2d    5        1
// StereoParams                      texture  float4          2d  125        1
// CBSSRRaytrace                     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
//
//
// 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[38], immediateIndexed
dcl_constantbuffer CB0[9], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, 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) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
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 8
ld_indexable(buffer)(float,float,float,float) r0.xy, l(0, 0, 0, 0), t125.xyzw
add r0.zw, v1.xxxy, cb13[32].zzzw
sample_l_indexable(texture2d)(float,float,float,float) r1.z, v1.xyxx, t0.ywxz, s0, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r0.zwzz, t1.xyzw, s1, l(0.000000)
mad r2.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
dp3 r2.w, r2.xyzx, r2.xyzx
rsq r2.w, r2.w
mul r2.xyz, r2.wwww, r2.xyzx
round_z r3.xy, v0.xyxx
mul r1.yw, r1.zzzz, r3.yyyx
mul r2.w, r0.x, r1.z
mul r2.w, r2.w, cb13[32].x
mad r1.x, -r2.w, l(0.500000), r1.w
dp3 r3.x, cb13[25].xyzx, r1.xyzx
dp3 r3.y, cb13[26].xyzx, r1.xyzx
dp3 r3.z, cb13[27].xyzx, r1.xyzx
dp3 r2.w, r3.xyzx, r3.xyzx
rsq r2.w, r2.w
mul r3.xyz, r2.wwww, r3.xyzx
mul r2.w, r1.z, cb13[37].y
mul r2.w, r2.w, l(1.500000)
dp3 r3.w, r3.xyzx, r2.xyzx
add r3.w, r3.w, r3.w
mad r2.xyz, r2.xyzx, -r3.wwww, r3.xyzx
dp3 r3.w, r2.xyzx, r2.xyzx
rsq r3.w, r3.w
mul r2.xyz, r2.xyzx, r3.wwww
mul r4.xyz, r2.wwww, r2.xyzx
dp3 r3.x, r3.xyzx, r4.xyzx
add_sat r3.x, r3.x, l(0.500000)
lt r3.y, r3.x, l(0.010000)
eq r3.z, r1.z, l(1.000000)
or r3.y, r3.z, r3.y
itof r3.y, r3.y
ne r3.y, r3.y, l(0.000000)
if_nz r3.y
  mov o0.xyzw, l(0,0,0,0)
  ret
endif
div r3.y, r0.y, cb13[37].y
mul r3.y, r0.x, r3.y
mul r3.y, r3.y, cb13[32].x
mad r1.x, r3.y, l(0.500000), r1.x
dp3 r3.y, cb13[25].xyzx, r1.xyzx
dp3 r3.z, cb13[26].xyzx, r1.xyzx
dp3 r3.w, cb13[27].xyzx, r1.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.zwzz, t2.yzxw, s1, l(0.000000)
add r5.x, r3.y, cb13[25].w
add r5.y, r3.z, cb13[26].w
add r5.z, r3.w, cb13[27].w
mov r5.w, l(1.000000)
dp4 r1.x, cb0[0].xyzw, r5.xyzw
dp4 r1.y, cb0[1].xyzw, r5.xyzw
dp4 r1.w, cb0[3].xyzw, r5.xyzw
mad r6.xyz, r2.xyzx, r2.wwww, r5.xyzx
mov r6.w, l(1.000000)
dp4 r7.x, cb0[0].xyzw, r6.xyzw
dp4 r7.y, cb0[1].xyzw, r6.xyzw
dp4 r0.w, cb0[2].xyzw, r6.xyzw
dp4 r7.w, cb0[3].xyzw, r6.xyzw
div r0.w, r0.w, r7.w
add r0.w, r0.w, -cb13[35].x
div r7.z, cb13[35].y, r0.w
add r6.xyzw, -r1.xyzw, r7.xyzw
mad r0.z, r0.z, l(28.000000), l(4.000000)
round_z r0.z, r0.z
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mul r2.x, r0.z, l(1.600000)
div r2.x, r2.w, r2.x
div r2.x, r2.x, cb13[37].y
ftoi r0.z, r0.z
mov r2.yz, l(0,0,0,0)
mov r2.w, r0.w
loop
  ftoi r3.y, r2.y
  ige r3.z, r3.y, r0.z
  if_nz r3.z
    break
  endif
  mad r7.xyzw, r6.xyzw, r2.wwww, r1.xyzw
  add r3.z, -r0.y, r7.w
  mul r3.z, r0.x, r3.z
  mad r7.x, r3.z, l(0.500000), r7.x
  div r3.zw, r7.xxxy, r7.wwww
  max r3.zw, r3.zzzw, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r3.zw, r3.zzzw, cb13[34].xxxy
  sample_l_indexable(texture2d)(float,float,float,float) r3.z, r3.zwzz, t3.yzxw, s0, l(0.000000)
  add r3.z, -r7.z, r3.z
  lt r3.z, |r3.z|, r2.x
  if_nz r3.z
    mov r2.z, r2.w
    break
  endif
  add r2.w, r0.w, r2.w
  iadd r3.y, r3.y, l(1)
  itof r2.y, r3.y
  mov r2.z, l(0)
endloop
lt r0.x, l(0.000000), r2.z
if_nz r0.x
  ld_indexable(buffer)(float,float,float,float) r0.xy, l(2, 0, 0, 0), t125.xyzw
  sample_l_indexable(texture2d)(float,float,float,float) r0.z, v1.xyxx, t5.yzxw, s0, l(0.000000)
  mad r1.xyz, r4.xyzx, r2.zzzz, r5.xyzx
  mov r1.w, l(1.000000)
  dp4 r0.w, cb0[4].xyzw, r1.xyzw
  dp4 r2.y, cb0[5].xyzw, r1.xyzw
  dp4 r1.x, cb0[7].xyzw, r1.xyzw
  add r0.y, -r0.y, r1.x
  mul r0.x, r0.y, r0.x
  mad r2.x, r0.x, l(0.500000), r0.w
  div_sat r0.xy, r2.xyxx, r1.xxxx
  min r0.w, r0.y, r0.x
  max r1.x, r0.y, r0.x
  add r1.x, -r1.x, l(1.000000)
  min r0.w, r0.w, r1.x
  lt r1.x, l(0.070000), r0.w
  mul r0.zw, r0.zzzw, l(0.000000, 0.000000, 100.000000, 14.285714)
  sqrt r0.w, r0.w
  movc r0.w, r1.x, l(1.000000), r0.w
  mul r0.xy, r0.xyxx, cb0[8].xyxx
  max r0.xy, r0.xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
  min r0.xy, r0.xyxx, cb0[8].zwzz
  sample_l_indexable(texture2d)(float,float,float,float) r1.xyz, r0.xyxx, t4.xyzw, s2, l(0.000000)
  min r0.xyz, r0.zzzz, r1.xyzx
  ftoi r1.xyz, r0.xyzx
  and r1.xyz, r1.xyzx, l(0x7f800000, 0x7f800000, 0x7f800000, 0)
  ine r1.xyz, r1.xyzx, l(0x7f800000, 0x7f800000, 0x7f800000, 0)
  and o0.xyz, r0.xyzx, r1.xyzx
  mul o0.w, r3.x, r0.w
else
  mov o0.xyzw, l(0,0,0,0)
endif
ret
// Approximately 133 instruction slots used

///////////////////////////////// HLSL Code /////////////////////////////////
// // ---- Created with geo-11 v0.6.193 on Fri May 24 20:11:06 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 CBSSRRaytrace : register(b0)
// {
//
//   struct
//   {
//     row_major float4x4 mViewProj;
//     row_major float4x4 mViewProjPrev;
//     float2 screenScalePrev;
//     float2 screenScalePrevClamp;
//   } cbRefl : packoffset(c0);
//
// }
//
// SamplerState ssReflectionPoint_s_s : register(s0);
// SamplerState ssReflectionLinear_s_s : register(s1);
// SamplerState ssReflectionLinearBorder_s_s : register(s2);
// Texture2D<float> reflectionDepthTex : register(t0);
// Texture2D<float4> reflectionNormalsTex : register(t1);
// Texture2D<float4> reflectionSpecularTex : register(t2);
// Texture2D<float4> reflectionDepthScaledTex : register(t3);
// Texture2D<float4> reflectionPreviousSceneTex : register(t4);
// Texture2D<float2> reflectionLuminanceTex : register(t5);
//
//
// // 3Dmigoto declarations
// #define cmp -
// Texture1D<float4> IniParams : register(t120);
// Buffer<float4> StereoParams : register(t125);
//
//
// void main(
//   float4 v0 : SV_Position0,
//   float4 v1 : TEXCOORD0,
//   out float4 o0 : SV_Target0)
// {
//   float4 r0,r1,r2,r3,r4,r5,r6,r7;
//   uint4 bitmask, uiDest;
//   float4 fDest;
//
//   r0.xy = StereoParams.Load(float4(0,0,0,0)).xy;
//   r0.zw = CV_ScreenSize.zw + v1.xy;
//   r1.z = reflectionDepthTex.SampleLevel(ssReflectionPoint_s_s, v1.xy, 0).x;
//   r2.xyz = reflectionNormalsTex.SampleLevel(ssReflectionLinear_s_s, r0.zw, 0).xyz;
//   r2.xyz = r2.xyz * float3(2,2,2) + float3(-1,-1,-1);
//   r2.w = dot(r2.xyz, r2.xyz);
//   r2.w = rsqrt(r2.w);
//   r2.xyz = r2.xyz * r2.www;
//   r3.xy = trunc(v0.xy);
//   r1.yw = r3.yx * r1.zz;
//   r2.w = r1.z * r0.x;
//   r2.w = CV_ScreenSize.x * r2.w;
//   r1.x = -r2.w * 0.5 + r1.w;
//   r3.x = dot(CV_ScreenToWorldBasis._m00_m01_m02, r1.xyz);
//   r3.y = dot(CV_ScreenToWorldBasis._m10_m11_m12, r1.xyz);
//   r3.z = dot(CV_ScreenToWorldBasis._m20_m21_m22, r1.xyz);
//   r2.w = dot(r3.xyz, r3.xyz);
//   r2.w = rsqrt(r2.w);
//   r3.xyz = r3.xyz * r2.www;
//   r2.w = CV_NearFarClipDist.y * r1.z;
//   r2.w = 1.5 * r2.w;
//   r3.w = dot(r3.xyz, r2.xyz);
//   r3.w = r3.w + r3.w;
//   r2.xyz = r2.xyz * -r3.www + r3.xyz;
//   r3.w = dot(r2.xyz, r2.xyz);
//   r3.w = rsqrt(r3.w);
//   r2.xyz = r3.www * r2.xyz;
//   r4.xyz = r2.xyz * r2.www;
//   r3.x = dot(r3.xyz, r4.xyz);
//   r3.x = saturate(0.5 + r3.x);
//   r3.y = cmp(r3.x < 0.00999999978);
//   r3.z = cmp(r1.z == 1.000000);
//   r3.y = (int)r3.z | (int)r3.y;
//   r3.y = (int)r3.y;
//   r3.y = cmp(r3.y != 0.000000);
//   if (r3.y != 0) {
//     o0.xyzw = float4(0,0,0,0);
//     return;
//   }
//   r3.y = r0.y / CV_NearFarClipDist.y;
//   r3.y = r3.y * r0.x;
//   r3.y = CV_ScreenSize.x * r3.y;
//   r1.x = r3.y * 0.5 + r1.x;
//   r3.y = dot(CV_ScreenToWorldBasis._m00_m01_m02, r1.xyz);
//   r3.z = dot(CV_ScreenToWorldBasis._m10_m11_m12, r1.xyz);
//   r3.w = dot(CV_ScreenToWorldBasis._m20_m21_m22, r1.xyz);
//   r0.z = reflectionSpecularTex.SampleLevel(ssReflectionLinear_s_s, r0.zw, 0).x;
//   r5.x = CV_ScreenToWorldBasis._m03 + r3.y;
//   r5.y = CV_ScreenToWorldBasis._m13 + r3.z;
//   r5.z = CV_ScreenToWorldBasis._m23 + r3.w;
//   r5.w = 1;
//   r1.x = dot(cbRefl.mViewProj._m00_m01_m02_m03, r5.xyzw);
//   r1.y = dot(cbRefl.mViewProj._m10_m11_m12_m13, r5.xyzw);
//   r1.w = dot(cbRefl.mViewProj._m30_m31_m32_m33, r5.xyzw);
//   r6.xyz = r2.xyz * r2.www + r5.xyz;
//   r6.w = 1;
//   r7.x = dot(cbRefl.mViewProj._m00_m01_m02_m03, r6.xyzw);
//   r7.y = dot(cbRefl.mViewProj._m10_m11_m12_m13, r6.xyzw);
//   r0.w = dot(cbRefl.mViewProj._m20_m21_m22_m23, r6.xyzw);
//   r7.w = dot(cbRefl.mViewProj._m30_m31_m32_m33, r6.xyzw);
//   r0.w = r0.w / r7.w;
//   r0.w = -CV_ProjRatio.x + r0.w;
//   r7.z = CV_ProjRatio.y / r0.w;
//   r6.xyzw = r7.xyzw + -r1.xyzw;
//   r0.z = r0.z * 28 + 4;
//   r0.z = trunc(r0.z);
//   r0.w = 1 / r0.z;
//   r2.x = 1.60000002 * r0.z;
//   r2.x = r2.w / r2.x;
//   r2.x = r2.x / CV_NearFarClipDist.y;
//   r0.z = (int)r0.z;
//   r2.yz = float2(0,0);
//   r2.w = r0.w;
//   while (true) {
//     r3.y = (int)r2.y;
//     r3.z = cmp((int)r3.y >= (int)r0.z);
//     if (r3.z != 0) {
//       break;
//     }
//     r7.xyzw = r6.xyzw * r2.wwww + r1.xyzw;
//     r3.z = r7.w + -r0.y;
//     r3.z = r3.z * r0.x;
//     r7.x = r3.z * 0.5 + r7.x;
//     r3.zw = r7.xy / r7.ww;
//     r3.zw = max(float2(0,0), r3.zw);
//     r3.zw = min(CV_HPosClamp.xy, r3.zw);
//     r3.z = reflectionDepthScaledTex.SampleLevel(ssReflectionPoint_s_s, r3.zw, 0).x;
//     r3.z = r3.z + -r7.z;
//     r3.z = cmp(abs(r3.z) < r2.x);
//     if (r3.z != 0) {
//       r2.z = r2.w;
//       break;
//     }
//     r2.w = r2.w + r0.w;
//     r3.y = (int)r3.y + 1;
//     r2.y = (int)r3.y;
//     r2.z = 0;
//   }
//   r0.x = cmp(0 < r2.z);
//   if (r0.x != 0) {
//     r0.xy = StereoParams.Load(float4(2,0,0,0)).xy;
//     r0.z = reflectionLuminanceTex.SampleLevel(ssReflectionPoint_s_s, v1.xy, 0).x;
//     r1.xyz = r4.xyz * r2.zzz + r5.xyz;
//     r1.w = 1;
//     r0.w = dot(cbRefl.mViewProjPrev._m00_m01_m02_m03, r1.xyzw);
//     r2.y = dot(cbRefl.mViewProjPrev._m10_m11_m12_m13, r1.xyzw);
//     r1.x = dot(cbRefl.mViewProjPrev._m30_m31_m32_m33, r1.xyzw);
//     r0.y = r1.x + -r0.y;
//     r0.x = r0.x * r0.y;
//     r2.x = r0.x * 0.5 + r0.w;
//     r0.xy = saturate(r2.xy / r1.xx);
//     r0.w = min(r0.x, r0.y);
//     r1.x = max(r0.x, r0.y);
//     r1.x = 1 + -r1.x;
//     r0.w = min(r1.x, r0.w);
//     r1.x = cmp(0.0700000003 < r0.w);
//     r0.zw = float2(100,14.2857141) * r0.zw;
//     r0.w = sqrt(r0.w);
//     r0.w = r1.x ? 1 : r0.w;
//     r0.xy = cbRefl.screenScalePrev.xy * r0.xy;
//     r0.xy = max(float2(0,0), r0.xy);
//     r0.xy = min(cbRefl.screenScalePrevClamp.xy, r0.xy);
//     r1.xyz = reflectionPreviousSceneTex.SampleLevel(ssReflectionLinearBorder_s_s, r0.xy, 0).xyz;
//     r0.xyz = min(r1.xyz, r0.zzz);
//     r1.xyz = (int3)r0.xyz;
//     r1.xyz = (int3)r1.xyz & int3(0x7f800000,0x7f800000,0x7f800000);
//     r1.xyz = cmp((int3)r1.xyz != int3(0x7f800000,0x7f800000,0x7f800000));
//     o0.xyz = r1.xyz ? r0.xyz : 0;
//     o0.w = r0.w * r3.x;
//   } else {
//     o0.xyzw = float4(0,0,0,0);
//   }
//   return;
// }
/////////////////////////////////////////////////////////////////////////////
