//++++++++++++++++++++++++++++++++++++
// 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 cb3[46], 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.xyzw
dcl_input_ps linear v2.xy
dcl_input_ps linear v3.xyz
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
dp3 r1.x, v3.xyzx, v3.xyzx
rsq r1.x, r1.x
mul r1.yzw, r1.xxxx, v3.xxyz
mad_sat o1.w, v3.z, l(1.280000e+002), l(-1.270000e+002)
mul r2.x, r0.w, cb12[0].x
mul r2.x, r2.x, cb2[12].w
mul r0.w, r0.w, v1.w
mul r3.yz, v1.xxyx, cb2[12].zzyz
mul r2.x, r2.x, v1.z
mul o0.w, r0.w, cb2[12].x
mad o1.xyz, r1.yzwy, l(5.000000e-001, 5.000000e-001, 5.000000e-001, 0.000000e+000), l(5.000000e-001, 5.000000e-001, 5.000000e-001, 0.000000e+000)
mad r3.x, v1.x, cb2[12].z, cb3[45].w
mul r1.yz, r3.xxzx, l(0.000000e+000, 5.000000e-001, 5.000000e-001, 0.000000e+000)
sqrt o3.xy, r1.yzyy
mul_sat o3.z, r2.x, l(6.250000e-002)
mad r0.w, v3.z, r1.x, l(-3.500000e-001)
mul_sat r0.w, r0.w, l(1.538462e+000)
mul r0.w, r0.w, cb5[3].z
add r1.x, -cb2[13].z, l(1.000000e+000)
mul r0.w, r0.w, r1.x
mul r0.w, r3.y, r0.w
mul r1.xy, r0.wwww, l(5.000000e-001, 4.882813e-001, 0.000000e+000, 0.000000e+000)
mad r0.w, r0.w, l(-5.000000e-001), l(1.000000e+000)
mul o0.xyz, r0.wwww, r0.xyzx
sqrt o2.xy, r1.xyxx
mov o2.zw, l(0,0,0.980000,1.000000)
mov o3.w, l(1.000000)
ret