//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_constantbuffer cb5[73], immediateIndexed
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
lt r0.x, l(1.000000e-003), |cb5[69].x|
and r0.xy, r0.xxxx, cb5[69].xyxx
mul r0.xy, r0.xyxx, cb5[72].zzzz
div r1.x, cb5[72].x, cb5[72].y
mov r1.y, l(1.000000)
add r0.zw, v1.xxxy, l(0.000000e+000, 0.000000e+000, -5.000000e-001, -5.000000e-001)
mul r1.zw, r1.xxxy, r0.zzzw
dp2 r1.z, r1.zwzz, r1.zwzz
sqrt r1.w, r1.z
mad r0.x, r0.y, r1.w, r0.x
mad r0.x, r1.z, r0.x, l(1.000000e+000)
mul r1.zw, r0.zzzw, r0.xxxx
mad r0.xy, r0.xxxx, r0.zwzz, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000)
sample_indexable(texture2d)(float,float,float,float) r0.xy, r0.xyxx, t5.yzxw, s5
mul o0.yz, r0.xxyx, cb2[14].wwww
mul r0.xy, r1.xyxx, r1.zwzz
dp2 r0.x, r0.xyxx, r0.xyxx
sqrt r0.y, r0.x
mul r0.zw, cb5[69].zzzw, cb5[72].zzzz
mad r0.y, r0.w, r0.y, r0.z
mad r0.x, r0.x, r0.y, l(1.000000e+000)
mad r0.xy, r0.xxxx, r1.zwzz, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000)
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xyxx, t5.xyzw, s5
mul o0.x, r0.x, cb2[14].w
mov o0.w, l(1.000000)
ret