struct Ray
{
    float3 pos;
    float tmin;
    float3 dir;
    float tmax;
};

RWByteAddressBuffer _17 : register(u0);
RWByteAddressBuffer _257 : register(u2);
uniform RaytracingAccelerationStructure rtas : register(t1);

static RayQuery<RAY_FLAG_NONE> rayQuery;

Ray makeRayDesc()
{
    Ray ray;
    ray.pos = 0.0f.xxx;
    ray.dir = float3(1.0f, 0.0f, 0.0f);
    ray.tmin = 0.0f;
    ray.tmax = 9999.0f;
    return ray;
}

void doSomething()
{
    _17.Store(0, 0u);
    _17.Store(4, 0u);
}

void comp_main()
{
    Ray ray = makeRayDesc();
    RayDesc _1ident = {ray.pos, ray.tmin, ray.dir, ray.tmax};
    rayQuery.TraceRayInline(rtas, 0u, 255u, _1ident);
    float4x3 _mat4x3;
    float3x4 _mat3x4;
    for (;;)
    {
        bool _67 = rayQuery.Proceed();
        if (_67)
        {
            uint _71 = rayQuery.CandidateType();
            uint candidateType = _71;
            switch (candidateType)
            {
                case 0u:
                {
                    rayQuery.Abort();
                    float4x3 _79 = rayQuery.CandidateObjectToWorld4x3();
                    _mat4x3 = _79;
                    _mat3x4 = transpose(_mat4x3);
                    rayQuery.CommitNonOpaqueTriangleHit();
                    bool _87 = rayQuery.CommittedTriangleFrontFace();
                    if (_87)
                    {
                        doSomething();
                    }
                    float2 _92 = rayQuery.CommittedTriangleBarycentrics();
                    if (_92.x == 0.0f)
                    {
                        doSomething();
                    }
                    int _98 = rayQuery.CommittedInstanceID();
                    if (_98 > 0)
                    {
                        doSomething();
                    }
                    int _103 = rayQuery.CommittedInstanceIndex();
                    if (_103 > 0)
                    {
                        doSomething();
                    }
                    float3 _108 = rayQuery.CommittedObjectRayDirection();
                    if (_108.x > 0.0f)
                    {
                        doSomething();
                    }
                    float3 _114 = rayQuery.CommittedObjectRayOrigin();
                    if (_114.x > 0.0f)
                    {
                        doSomething();
                    }
                    int _120 = rayQuery.CommittedPrimitiveIndex();
                    if (_120 > 0)
                    {
                        doSomething();
                    }
                    float _125 = rayQuery.CommittedRayT();
                    if (_125 > 0.0f)
                    {
                        doSomething();
                    }
                    uint _130 = rayQuery.CommittedInstanceContributionToHitGroupIndex();
                    if (_130 > 0u)
                    {
                        doSomething();
                    }
                    break;
                }
                case 1u:
                {
                    float4x3 _136 = rayQuery.CandidateObjectToWorld4x3();
                    _mat4x3 = _136;
                    _mat3x4 = transpose(_mat4x3);
                    bool _139 = rayQuery.CandidateProceduralPrimitiveNonOpaque();
                    if (_139)
                    {
                        doSomething();
                    }
                    float t = 0.5f;
                    rayQuery.CommitProceduralPrimitiveHit(145);
                    rayQuery.Abort();
                    break;
                }
            }
            continue;
        }
        else
        {
            break;
        }
    }
    if (_mat3x4[0].x == _mat4x3[0].x)
    {
        doSomething();
    }
    uint _157 = rayQuery.CommittedStatus();
    uint committedStatus = _157;
    switch (committedStatus)
    {
        case 0u:
        {
            float4x3 _163 = rayQuery.CandidateWorldToObject4x3();
            _mat4x3 = _163;
            _mat3x4 = transpose(_mat4x3);
            break;
        }
        case 1u:
        {
            float4x3 _167 = rayQuery.CommittedWorldToObject4x3();
            _mat4x3 = _167;
            _mat3x4 = transpose(_mat4x3);
            bool _170 = rayQuery.CommittedTriangleFrontFace();
            if (_170)
            {
                doSomething();
            }
            float2 _174 = rayQuery.CommittedTriangleBarycentrics();
            if (_174.y == 0.0f)
            {
                doSomething();
            }
            break;
        }
        case 2u:
        {
            int _182 = rayQuery.CommittedGeometryIndex();
            if (_182 > 0)
            {
                doSomething();
            }
            int _187 = rayQuery.CommittedInstanceIndex();
            if (_187 > 0)
            {
                doSomething();
            }
            int _192 = rayQuery.CommittedInstanceID();
            if (_192 > 0)
            {
                doSomething();
            }
            float3 _197 = rayQuery.CommittedObjectRayDirection();
            if (_197.z > 0.0f)
            {
                doSomething();
            }
            float3 _204 = rayQuery.CommittedObjectRayOrigin();
            if (_204.x > 0.0f)
            {
                doSomething();
            }
            int _210 = rayQuery.CommittedPrimitiveIndex();
            if (_210 > 0)
            {
                doSomething();
            }
            float _215 = rayQuery.CommittedRayT();
            if (_215 > 0.0f)
            {
                doSomething();
            }
            break;
        }
    }
    if (_mat3x4[0].x == _mat4x3[0].x)
    {
        doSomething();
    }
    uint _230 = rayQuery.RayFlags();
    if (_230 > 256u)
    {
        doSomething();
    }
    float _236 = rayQuery.RayTMin();
    if (_236 > 0.0f)
    {
        doSomething();
    }
    float3 _242 = rayQuery.WorldRayOrigin();
    float3 o = _242;
    float3 _244 = rayQuery.WorldRayDirection();
    float3 d = _244;
    if (o.x == d.z)
    {
        doSomething();
    }
}

[numthreads(1, 1, 1)]
void main()
{
    comp_main();
}
