//ssr city
// ---- Created with 3Dmigoto v0.6.164 on Fri Aug  8 01:51:58 2025

cbuffer _Globals : register(b0)
{
  row_major float4x4 m030_ReflectionViewProjMat : packoffset(c11);
  float4 c130_GlobalSceneParams : packoffset(c15);
  float3 d001_CameraPosition : packoffset(c4);
  float4 n005_RenderTargetSizesInv : packoffset(c9);
  float4 c000_AmbientColor : packoffset(c23);
  float4 c001_AmbientColor2 : packoffset(c24);
  float c042_AOMapFactor : packoffset(c64);
  float2 D013_SpecularPowerAndLevel : packoffset(c65);
  float3 D027_FresnelBiasAndPower : packoffset(c66);
  float3 D270_WetRoadEnvMapAmountAndBlurriness : packoffset(c67);
  float2 D271_WetRoadLightCutAndIntensity : packoffset(c68);
  float D272_WetRoadNormalScale : packoffset(c69);
  float D273_WorldNormalMix : packoffset(c70);
  float D350_ForcedWorldNormalZ : packoffset(c71);
  float b000_UseReflTexCoords : packoffset(c72);
  float4 c025_VisualColorModulator : packoffset(c99);
}


cbuffer cb13 : register(b13)
{
  float4 cb13[100];
}

SamplerState s110_DynamicAOTexture_sampler_s : register(s1);
SamplerState S000_DiffuseTexture_sampler_s : register(s8);
SamplerState S001_NormalTexture_sampler_s : register(s9);
SamplerState S004_ReflectionTexture_sampler_s : register(s10);
SamplerState s012_AmbientOcclusionTexture_sampler_s : register(s11);
SamplerState S032_PuddleMapTexture_sampler_s : register(s12);
Texture2D<float4> s110_DynamicAOTexture : register(t1);
Texture2D<float4> S000_DiffuseTexture : register(t8);
Texture2D<float4> S001_NormalTexture : register(t9);
Texture2D<float4> S004_ReflectionTexture : register(t10);
Texture2D<float4> s012_AmbientOcclusionTexture : register(t11);
Texture2D<float4> S032_PuddleMapTexture : register(t12);


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


void main(
  float4 v0 : SV_Position0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  float4 v3 : TEXCOORD2,
  float4 v4 : TEXCOORD3,
  float4 v5 : TEXCOORD4,
  float4 v6 : TEXCOORD5,
  float4 v7 : TEXCOORD6,
  float4 v8 : TEXCOORD7,
  float4 v9 : TEXCOORD8,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = d001_CameraPosition.xyz + -v2.xyz;
  
float4 s = StereoParams.Load(0);
float4 testeo = IniParams.Load(int2(90,0));   
float fov = sqrt(cb13[0].x*cb13[0].x+cb13[0].y*cb13[0].y+cb13[0].z*cb13[0].z);
r0.x += s.x * s.y * cb13[6].x /fov ;
r0.y += s.x * s.y * cb13[6].y /fov ;
r0.z += s.x * s.y * cb13[6].z /fov ;   
  
  r0.w = dot(r0.xyz, r0.xyz);
  r0.w = rsqrt(r0.w);
  r0.xyz = r0.xyz * r0.www;
  r0.w = cmp(0 < c042_AOMapFactor);
  if (r0.w != 0) {
    r1.x = s012_AmbientOcclusionTexture.Sample(s012_AmbientOcclusionTexture_sampler_s, v8.xy).z;
    r1.x = -c042_AOMapFactor + r1.x;
    r1.x = 1 + r1.x;
  } else {
    r1.x = 1;
  }
  r1.yz = S032_PuddleMapTexture.Sample(S032_PuddleMapTexture_sampler_s, v3.xy).xy;
  r1.y = r1.y + -r1.x;
  r1.y = max(0.300000012, r1.y);
  r1.x = saturate(r1.z + r1.x);
  r2.xyzw = S001_NormalTexture.Sample(S001_NormalTexture_sampler_s, v3.xy).xyzw;
  r2.x = r2.x * r2.w;
  r3.xy = r2.xy * float2(2,2) + float2(-1,-1);
  r1.z = dot(r3.xy, r3.xy);
  r1.z = min(1, r1.z);
  r1.z = 1 + -r1.z;
  r3.z = sqrt(r1.z);
  r4.x = dot(v5.xyz, r3.xyz);
  r4.y = dot(v6.xyz, r3.xyz);
  r4.z = dot(v7.xyz, r3.xyz);
  r1.z = dot(r4.xyz, r4.xyz);
  r1.z = rsqrt(r1.z);
  r2.xyw = r4.xyz * r1.zzz;
  r1.z = saturate(D271_WetRoadLightCutAndIntensity.y);
  r1.x = r1.x + -r1.z;
  r1.x = 1 + r1.x;
  r1.x = min(1, r1.x);
  r3.xyz = r2.xyw * r1.xxx;
  r4.xyzw = S000_DiffuseTexture.Sample(S000_DiffuseTexture_sampler_s, v3.xy).xyzw;
  r5.xy = v0.xy * n005_RenderTargetSizesInv.zw + n005_RenderTargetSizesInv.xy;
  r1.w = s110_DynamicAOTexture.Sample(s110_DynamicAOTexture_sampler_s, r5.xy).w;
  if (r0.w != 0) {
    r5.xy = s012_AmbientOcclusionTexture.Sample(s012_AmbientOcclusionTexture_sampler_s, v9.xy).xy;
    r3.w = -c042_AOMapFactor + 1;
    r5.xy = r5.xy + r3.ww;
  } else {
    r5.xy = float2(1,1);
  }
  r5.xyz = min(r5.xyx, r1.www);
  r1.w = r2.w * r1.x + 1;
  r1.w = 0.5 * r1.w;
  r6.xyz = c001_AmbientColor2.xyz + -c000_AmbientColor.xyz;
  r6.xyz = r1.www * r6.xyz + c000_AmbientColor.xyz;
  if (r0.w != 0) {
    r7.xy = s012_AmbientOcclusionTexture.Sample(s012_AmbientOcclusionTexture_sampler_s, v9.xy).xy;
    r0.w = -c042_AOMapFactor + 1;
    r7.xy = r7.xy + r0.ww;
  } else {
    r7.xy = float2(1,1);
  }
  r5.xyz = min(r7.xyx, r5.xyz);
  r7.x = v5.z;
  r7.y = v6.z;
  r7.z = v7.z;
  r2.xyw = -r2.xyw * r1.xxx + r7.xyz;
  r2.xyw = D273_WorldNormalMix * r2.xyw + r3.xyz;
  r0.w = dot(r2.xyw, r2.xyw);
  r0.w = rsqrt(r0.w);
  r2.xyw = r2.xyw * r0.www;
  r3.xyz = D272_WetRoadNormalScale * r2.xyw;
  r0.w = dot(r0.xyz, r3.xyz);
  r0.w = r0.w + r0.w;
  r3.xyz = r3.xyz * -r0.www + r0.xyz;
  r7.x = dot(m030_ReflectionViewProjMat._m00_m01_m02, r3.xyz);
  r7.y = dot(m030_ReflectionViewProjMat._m10_m11_m12, r3.xyz);
  r0.w = dot(m030_ReflectionViewProjMat._m20_m21_m22, r3.xyz);
  //r7.x += s.x * s.y * 0.03;
  
  r7.x += s.x * (1 +  r0.w) ;
  
  r1.xw = r7.xy / r0.ww;
  r3.xy = r1.wx * float2(-0.5,0.5) + float2(0.5,0.5);
  r7.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yx).xyz;
  r3.z = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.x;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yz).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.w = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.z;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yw).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.x = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.w;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yx).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.z = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.x;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yz).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.w = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.z;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yw).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.x = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.w;
  r8.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yx).xyz;
  r7.xyz = max(r8.xyz, r7.xyz);
  r3.z = -D270_WetRoadEnvMapAmountAndBlurriness.y + r3.x;
  r3.xyz = S004_ReflectionTexture.Sample(S004_ReflectionTexture_sampler_s, r3.yz).xyz;
  r3.xyz = max(r7.xyz, r3.xyz);
  r0.x = dot(r0.xyz, r2.xyw);
  r0.y = -D027_FresnelBiasAndPower.x + 1;
  r0.x = max(0, r0.x);
  r0.x = 1 + -r0.x;
  r0.x = max(0, r0.x);
  r0.x = log2(r0.x);
  r0.x = D027_FresnelBiasAndPower.y * r0.x;
  r0.x = exp2(r0.x);
  r0.x = r0.y * r0.x + D027_FresnelBiasAndPower.x;
  r0.x = min(D027_FresnelBiasAndPower.z, r0.x);
  r0.yzw = -D271_WetRoadLightCutAndIntensity.xxx + r3.xyz;
  r0.yzw = max(float3(0,0,0), r0.yzw);
  r1.x = -D271_WetRoadLightCutAndIntensity.x + 1;
  r0.yzw = r0.yzw / r1.xxx;
  r1.x = r0.y + r0.z;
  r1.x = r1.x + r0.w;
  r2.xyw = r1.xxx * float3(0.333333343,0.333333343,0.333333343) + -r0.yzw;
  r0.yzw = r2.xyw * float3(0.5,0.5,0.5) + r0.yzw;
  r2.xyw = r0.yzw * r1.zzz + r3.xyz;
  r0.x = r0.x + r0.y;
  r0.x = min(1, r0.x);
  r0.xyz = r2.xyw * r0.xxx;
  r0.xyz = r0.xyz * r2.zzz;
  r0.xyz = D270_WetRoadEnvMapAmountAndBlurriness.xxx * r0.xyz;
  r0.xyz = r0.xyz * r1.yyy;
  r0.xyz = r0.xyz * r1.zzz;
  r1.xyz = r6.xyz * r5.xyz;
  r1.w = 1;
  r0.w = 0;
  r0.xyzw = r1.xyzw * r4.xyzw + r0.xyzw;
  r0.xyzw = c025_VisualColorModulator.xyzw * r0.xyzw;
  r0.xyzw = max(float4(0,0,0,0), r0.xyzw);
  o0.w = min(1, r0.w);
  o0.xyz = r0.xyz;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//   using 3Dmigoto v0.6.164 on Fri Aug  8 01:51:58 2025
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
//   row_major float4x4 m030_ReflectionViewProjMat;// Offset:  176 Size:    64
//   float4 c130_GlobalSceneParams;     // Offset:  240 Size:    16 [unused]
//   float3 d001_CameraPosition;        // Offset:   64 Size:    12
//   float4 n005_RenderTargetSizesInv;  // Offset:  144 Size:    16
//   float4 c000_AmbientColor;          // Offset:  368 Size:    16
//   float4 c001_AmbientColor2;         // Offset:  384 Size:    16
//   float c042_AOMapFactor;            // Offset: 1024 Size:     4
//   float2 D013_SpecularPowerAndLevel; // Offset: 1040 Size:     8 [unused]
//   float3 D027_FresnelBiasAndPower;   // Offset: 1056 Size:    12
//   float3 D270_WetRoadEnvMapAmountAndBlurriness;// Offset: 1072 Size:    12
//   float2 D271_WetRoadLightCutAndIntensity;// Offset: 1088 Size:     8
//   float D272_WetRoadNormalScale;     // Offset: 1104 Size:     4
//   float D273_WorldNormalMix;         // Offset: 1120 Size:     4
//   float D350_ForcedWorldNormalZ;     // Offset: 1136 Size:     4 [unused]
//   float b000_UseReflTexCoords;       // Offset: 1152 Size:     4 [unused]
//   float4 c025_VisualColorModulator;  // Offset: 1584 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// s110_DynamicAOTexture_sampler     sampler      NA          NA    1        1
// S000_DiffuseTexture_sampler       sampler      NA          NA    8        1
// S001_NormalTexture_sampler        sampler      NA          NA    9        1
// S004_ReflectionTexture_sampler    sampler      NA          NA   10        1
// s012_AmbientOcclusionTexture_sampler    sampler      NA          NA   11        1
// S032_PuddleMapTexture_sampler     sampler      NA          NA   12        1
// s110_DynamicAOTexture             texture  float4          2d    1        1
// S000_DiffuseTexture               texture  float4          2d    8        1
// S001_NormalTexture                texture  float4          2d    9        1
// S004_ReflectionTexture            texture  float4          2d   10        1
// s012_AmbientOcclusionTexture      texture  float4          2d   11        1
// S032_PuddleMapTexture             texture  float4          2d   12        1
// $Globals                          cbuffer      NA          NA    0        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Position              0   xyzw        0      POS   float   xy
// TEXCOORD                 0   xyzw        1     NONE   float
// TEXCOORD                 1   xyzw        2     NONE   float   xyz
// TEXCOORD                 2   xyzw        3     NONE   float   xy
// TEXCOORD                 3   xyzw        4     NONE   float
// TEXCOORD                 4   xyzw        5     NONE   float   xyz
// TEXCOORD                 5   xyzw        6     NONE   float   xyz
// TEXCOORD                 6   xyzw        7     NONE   float   xyz
// TEXCOORD                 7   xyzw        8     NONE   float   xy
// TEXCOORD                 8   xyzw        9     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 CB0[100], immediateIndexed
dcl_sampler s1, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_sampler s10, mode_default
dcl_sampler s11, mode_default
dcl_sampler s12, mode_default
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_resource_texture2d (float,float,float,float) t12
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xy
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xyz
dcl_input_ps linear v8.xy
dcl_input_ps linear v9.xy
dcl_output o0.xyzw
dcl_temps 9
add r0.xyz, -v2.xyzx, cb0[4].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
lt r0.w, l(0.000000), cb0[64].x
if_nz r0.w
  sample_indexable(texture2d)(float,float,float,float) r1.x, v8.xyxx, t11.zxyw, s11
  add r1.x, r1.x, -cb0[64].x
  add r1.x, r1.x, l(1.000000)
else
  mov r1.x, l(1.000000)
endif
sample_indexable(texture2d)(float,float,float,float) r1.yz, v3.xyxx, t12.zxyw, s12
add r1.y, -r1.x, r1.y
max r1.y, r1.y, l(0.300000)
add_sat r1.x, r1.x, r1.z
sample_indexable(texture2d)(float,float,float,float) r2.xyzw, v3.xyxx, t9.xyzw, s9
mul r2.x, r2.w, r2.x
mad r3.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.z, r3.xyxx, r3.xyxx
min r1.z, r1.z, l(1.000000)
add r1.z, -r1.z, l(1.000000)
sqrt r3.z, r1.z
dp3 r4.x, v5.xyzx, r3.xyzx
dp3 r4.y, v6.xyzx, r3.xyzx
dp3 r4.z, v7.xyzx, r3.xyzx
dp3 r1.z, r4.xyzx, r4.xyzx
rsq r1.z, r1.z
mul r2.xyw, r1.zzzz, r4.xyxz
mov_sat r1.z, cb0[68].y
add r1.x, -r1.z, r1.x
add r1.x, r1.x, l(1.000000)
min r1.x, r1.x, l(1.000000)
mul r3.xyz, r1.xxxx, r2.xywx
sample_indexable(texture2d)(float,float,float,float) r4.xyzw, v3.xyxx, t8.xyzw, s8
mad r5.xy, v0.xyxx, cb0[9].zwzz, cb0[9].xyxx
sample_indexable(texture2d)(float,float,float,float) r1.w, r5.xyxx, t1.xyzw, s1
if_nz r0.w
  sample_indexable(texture2d)(float,float,float,float) r5.xy, v9.xyxx, t11.xyzw, s11
  add r3.w, l(1.000000), -cb0[64].x
  add r5.xy, r3.wwww, r5.xyxx
else
  mov r5.xy, l(1.000000,1.000000,0,0)
endif
min r5.xyz, r1.wwww, r5.xyxx
mad r1.w, r2.w, r1.x, l(1.000000)
mul r1.w, r1.w, l(0.500000)
add r6.xyz, -cb0[23].xyzx, cb0[24].xyzx
mad r6.xyz, r1.wwww, r6.xyzx, cb0[23].xyzx
if_nz r0.w
  sample_indexable(texture2d)(float,float,float,float) r7.xy, v9.xyxx, t11.xyzw, s11
  add r0.w, l(1.000000), -cb0[64].x
  add r7.xy, r0.wwww, r7.xyxx
else
  mov r7.xy, l(1.000000,1.000000,0,0)
endif
min r5.xyz, r5.xyzx, r7.xyxx
mov r7.x, v5.z
mov r7.y, v6.z
mov r7.z, v7.z
mad r2.xyw, -r2.xyxw, r1.xxxx, r7.xyxz
mad r2.xyw, cb0[70].xxxx, r2.xyxw, r3.xyxz
dp3 r0.w, r2.xywx, r2.xywx
rsq r0.w, r0.w
mul r2.xyw, r0.wwww, r2.xyxw
mul r3.xyz, r2.xywx, cb0[69].xxxx
dp3 r0.w, r0.xyzx, r3.xyzx
add r0.w, r0.w, r0.w
mad r3.xyz, r3.xyzx, -r0.wwww, r0.xyzx
dp3 r7.x, cb0[11].xyzx, r3.xyzx
dp3 r7.y, cb0[12].xyzx, r3.xyzx
dp3 r0.w, cb0[13].xyzx, r3.xyzx
div r1.xw, r7.xxxy, r0.wwww
mad r3.xy, r1.wxww, l(-0.500000, 0.500000, 0.000000, 0.000000), l(0.500000, 0.500000, 0.000000, 0.000000)
sample_indexable(texture2d)(float,float,float,float) r7.xyz, r3.yxyy, t10.xyzw, s10
add r3.z, r3.x, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.yzyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.w, r3.z, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.ywyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.x, r3.w, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.yxyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.z, r3.x, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.yzyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.w, r3.z, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.ywyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.x, r3.w, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r8.xyz, r3.yxyy, t10.xyzw, s10
max r7.xyz, r7.xyzx, r8.xyzx
add r3.z, r3.x, -cb0[67].y
sample_indexable(texture2d)(float,float,float,float) r3.xyz, r3.yzyy, t10.xyzw, s10
max r3.xyz, r3.xyzx, r7.xyzx
dp3 r0.x, r0.xyzx, r2.xywx
add r0.y, l(1.000000), -cb0[66].x
max r0.x, r0.x, l(0.000000)
add r0.x, -r0.x, l(1.000000)
max r0.x, r0.x, l(0.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb0[66].y
exp r0.x, r0.x
mad r0.x, r0.y, r0.x, cb0[66].x
min r0.x, r0.x, cb0[66].z
add r0.yzw, r3.xxyz, -cb0[68].xxxx
max r0.yzw, r0.yyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
add r1.x, l(1.000000), -cb0[68].x
div r0.yzw, r0.yyzw, r1.xxxx
add r1.x, r0.z, r0.y
add r1.x, r0.w, r1.x
mad r2.xyw, r1.xxxx, l(0.333333343, 0.333333343, 0.000000, 0.333333343), -r0.yzyw
mad r0.yzw, r2.xxyw, l(0.000000, 0.500000, 0.500000, 0.500000), r0.yyzw
mad r2.xyw, r0.yzyw, r1.zzzz, r3.xyxz
add r0.x, r0.y, r0.x
min r0.x, r0.x, l(1.000000)
mul r0.xyz, r0.xxxx, r2.xywx
mul r0.xyz, r2.zzzz, r0.xyzx
mul r0.xyz, r0.xyzx, cb0[67].xxxx
mul r0.xyz, r1.yyyy, r0.xyzx
mul r0.xyz, r1.zzzz, r0.xyzx
mul r1.xyz, r5.xyzx, r6.xyzx
mov r1.w, l(1.000000)
mov r0.w, l(0)
mad r0.xyzw, r1.xyzw, r4.xyzw, r0.xyzw
mul r0.xyzw, r0.xyzw, cb0[99].xyzw
max r0.xyzw, r0.xyzw, l(0.000000, 0.000000, 0.000000, 0.000000)
min o0.w, r0.w, l(1.000000)
mov o0.xyz, r0.xyzx
ret
// Approximately 131 instruction slots used

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