//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[7], immediateIndexed
dcl_sampler s4, mode_default
dcl_resource_structured t1, 20 
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_output o0.xy
dcl_temps 3
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t4.xyzw, s4
add r0.x, -r0.x, cb5[0].w
add r0.x, r0.x, l(1.000000e+000)
div r0.x, cb5[0].z, r0.x
lt r0.z, r0.x, l(1.000000e-006)
if_nz r0.z
  mov r0.y, l(1.000000)
else
  ld_structured_indexable(structured_buffer, stride=20)(mixed,mixed,mixed,mixed) r1.xyz, l(0), l(0), t1.xyzx
  div r0.z, r1.x, r0.x
  lt r0.w, l(1.000000e+000), r0.z
  add r1.x, r0.z, l(-1.000000e+000)
  mul r1.x, r1.x, r1.y
  log r1.x, r1.x
  mul r1.x, r1.x, cb5[6].z
  exp r2.x, r1.x
  add r0.z, -r0.z, l(1.000000e+000)
  mul r2.z, r0.z, r1.z
  mov r2.yw, l(0,-1.000000,0,1.000000)
  movc r1.xy, r0.wwww, r2.xyxx, r2.zwzz
  ge r1.zw, r0.xxxx, cb5[5].yyyx
  add r0.z, -cb5[5].x, cb5[5].y
  ge r2.x, r0.z, l(1.000000e-006)
  add r2.y, r0.x, -cb5[5].x
  mul r2.y, r2.y, cb5[5].z
  div r0.z, r2.y, r0.z
  and r0.z, r0.z, r2.x
  and r0.z, r0.z, r1.w
  movc r0.z, r1.z, cb5[5].z, r0.z
  max r0.z, r0.z, r1.x
  add r1.xz, r0.xxxx, -cb5[3].xxzx
  mul_sat r1.xz, r1.xxzx, cb5[3].yywy
  add r1.x, -r1.x, l(1.000000e+000)
  add r1.x, r1.z, r1.x
  min r1.x, r1.x, l(1.000000e+000)
  mad r1.x, cb5[6].y, r1.x, -r0.z
  mad r0.z, cb5[6].x, r1.x, r0.z
  and r0.w, r0.w, l(0x40000000)
  mad r0.w, cb5[6].x, r0.w, r1.y
  mul r0.z, r0.z, l(6.666667e-002)
  min r0.z, r0.z, l(1.000000e+000)
  add r1.x, -r0.z, l(1.000000e+000)
  mad r0.z, cb5[5].w, r1.x, r0.z
  lt r0.w, r0.w, l(0.000000e+000)
  lt r1.x, l(0.000000e+000), cb5[5].w
  or r1.x, r1.x, r1.w
  not r1.x, r1.x
  and r0.w, r0.w, r1.x
  movc r0.y, r0.w, -r0.z, r0.z
endif
mov o0.xy, r0.xyxx
ret