//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_immediateConstantBuffer { { 1.000000, 0, 0, 0},
                              { 0, 1.000000, 0, 0},
                              { 0, 0, 1.000000, 0},
                              { 0, 0, 0, 1.000000} }
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb5[5], immediateIndexed
dcl_constantbuffer cb12[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.xzw
dcl_input_ps linear v2.xy
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 3
ftou r0.xy, v0.xyxx
bfi r0.y, l(1), l(1), r0.y, l(0)
bfi r0.x, l(1), l(0), r0.x, r0.y
dp4 r0.x, cb2[0].xyzw, icb[r0.x + 0].xyzw
lt r0.x, r0.x, l(1.000000e+000)
discard_nz r0.x
sample_indexable(texture2d)(float,float,float,float) r0.xyzw, v2.xyxx, t0.xyzw, s0
resinfo_indexable(texture2d)(float,float,float,float) r1.xy, l(0), t0.xyzw
lt r1.z, r0.y, r0.x
mul r2.xy, r0.yzyy, l(2.865200e+000, 2.959100e+000, 0.000000e+000, 0.000000e+000)
lt r1.w, r0.x, r2.x
and r1.z, r1.w, r1.z
lt r1.w, r2.y, r0.y
eq r1.xy, r1.xyxx, l(1.280000e+002, 1.280000e+002, 0.000000e+000, 0.000000e+000)
and r1.xz, r1.yywy, r1.xxzx
and r1.x, r1.x, r1.z
movc r0.xz, r1.xxxx, r0.yyyy, r0.xxzx
mov r0.yw, r0.yyyw
mul r1.x, r0.w, cb2[12].x
ge r1.x, cb5[4].x, r1.x
discard_nz r1.x
mul r1.x, r0.w, cb12[0].x
mul r1.x, r1.x, cb2[12].w
mul r1.x, r1.x, cb2[13].y
mul r0.w, r0.w, v1.w
mul r1.y, v1.x, cb2[12].z
mul r1.x, r1.x, v1.z
dp3 r1.z, r0.xyzx, l(2.125000e-001, 7.154000e-001, 7.210000e-002, 0.000000e+000)
mul r1.x, r1.z, r1.x
mul_sat o3.z, r1.x, l(6.250000e-002)
mul r0.w, r0.w, cb2[13].y
mul r0.w, r0.w, cb2[12].x
add r1.x, -cb2[13].z, l(1.000000e+000)
mul r1.x, r1.x, cb5[3].z
mul r1.x, r1.y, r1.x
mul r1.yz, r1.xxxx, l(0.000000e+000, 5.000000e-001, 4.882813e-001, 0.000000e+000)
mad r1.x, r1.x, l(-5.000000e-001), l(1.000000e+000)
mul o0.xyz, r0.xyzx, r1.xxxx
sqrt o2.xy, r1.yzyy
mov o0.w, r0.w
mov o2.zw, l(0,0,0,0)
mov o3.xy, l(0,0,0,0)
mov o3.w, r0.w
mov o1.xyzw, l(0,0,0,0)
ret