//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_constantbuffer cb12[18], immediateIndexed
dcl_constantbuffer cb11[3], immediateIndexed
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xyzw
dcl_input_ps linear centroid v3.xyzw
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 2
div r0.xy, v1.xyxx, v1.zzzz
sample r0.x, r0.xyxx, t5.xyzw, s5
add r0.y, cb12[17].w, l(1.000000e+000)
add r0.x, -r0.x, r0.y
div r0.x, cb12[17].z, r0.x
mad r0.yzw, v3.xxyz, r0.xxxx, cb1[15].xxyz
mul r1.xyz, r0.xxxx, v3.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
ge r1.x, v2.w, r0.x
ge r0.x, r0.x, v2.z
and r0.x, r0.x, l(0x3f800000)
mad r1.yzw, v0.xxyz, v2.yyyy, cb1[15].xxyz
movc r0.yzw, r1.xxxx, r0.yyzw, r1.yyzw
mad r1.xyz, v0.xyzx, v2.xxxx, cb1[15].xyzx
add r0.yzw, r0.yyzw, -r1.xxyz
dp3 r0.y, r0.yzwy, r0.yzwy
sqrt r0.y, r0.y
mul r0.y, r0.y, -cb11[2].x
mul r0.y, r0.y, l(1.442695e+000)
exp r0.y, r0.y
min r0.y, r0.y, l(1.000000e+000)
add r0.y, -r0.y, l(1.000000e+000)
mul r0.y, r0.y, v3.w
mul o0.w, r0.x, r0.y
lt r0.x, v4.y, v4.x
mul r0.y, v4.y, l(2.865200e+000)
lt r0.y, v4.x, r0.y
and r0.x, r0.y, r0.x
mul r0.y, v4.z, l(2.959100e+000)
lt r0.y, r0.y, v4.y
and r0.x, r0.y, r0.x
movc r0.xyz, r0.xxxx, v4.yyyy, v4.xyzx
mul o0.xyz, r0.xyzx, cb2[14].zzzz
ret