//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[88], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s13, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t13
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyzw
dcl_output o0.xyzw
dcl_temps 1
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t0.yxzw, s0
max r0.x, r0.x, cb5[87].y
min r0.x, r0.x, cb5[87].x
add r0.x, r0.x, |cb5[87].y|
add r0.y, -cb5[87].y, cb5[87].x
div r0.x, r0.x, r0.y
mad r0.x, r0.x, l(-1.500000e+001), l(1.500000e+001)
round_z r0.x, r0.x
mul r0.yz, r0.xxxx, l(0.000000e+000, 4.000000e+000, 2.500000e-001, 0.000000e+000)
ge r0.y, r0.y, -r0.y
movc r0.yw, r0.yyyy, l(0,4.000000,0,0.250000), l(0,-4.000000,0,-0.250000)
mul r0.x, r0.w, r0.x
frc r0.x, r0.x
mul r0.x, r0.x, r0.y
round_z r0.xz, r0.xxzx
mul r0.yw, v1.xxxy, l(0.000000e+000, 2.500000e-001, 0.000000e+000, 2.500000e-001)
mad r0.x, r0.x, l(2.500000e-001), r0.y
mad r0.y, r0.z, l(2.500000e-001), r0.w
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t13.yxzw, s13
mul r0.xyzw, r0.zxyx, v2.xyzw
mul o0.xyzw, r0.xyzw, l(2.000000e-001,2.000000e-001,2.000000e-001,2.000000e-001)
ret