//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb3[46], immediateIndexed
dcl_constantbuffer cb5[4], immediateIndexed
dcl_constantbuffer cb12[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
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
resinfo_indexable(texture2d)(float,float,float,float) r0.xy, l(0), t0.xyzw
eq r0.xy, r0.xyxx, l(1.280000e+002, 1.280000e+002, 0.000000e+000, 0.000000e+000)
and r0.x, r0.y, r0.x
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t0.xyzw, s0
mul r0.yz, r1.yyzy, l(0.000000e+000, 2.865200e+000, 2.959100e+000, 0.000000e+000)
lt r0.y, r1.x, r0.y
lt r0.z, r0.z, r1.y
lt r0.w, r1.y, r1.x
and r0.y, r0.y, r0.w
and r0.y, r0.z, r0.y
and r0.x, r0.x, r0.y
movc r1.xz, r0.xxxx, r1.yyyy, r1.xxzx
dp3 r0.x, v3.xyzx, v3.xyzx
rsq r0.x, r0.x
mad r0.y, v3.z, r0.x, l(-3.500000e-001)
mul r0.xzw, r0.xxxx, v3.xxyz
mad o1.xyz, r0.xzwx, 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)
mul_sat r0.x, r0.y, l(1.538462e+000)
mul r0.x, r0.x, cb5[3].z
add r0.y, l(1.000000e+000), -cb2[13].z
mul r0.x, r0.y, r0.x
mul r2.yz, v1.xxyx, cb2[12].zzyz
mul r0.x, r0.x, r2.y
mad r0.y, r0.x, l(-5.000000e-001), l(1.000000e+000)
mul r0.xz, r0.xxxx, l(5.000000e-001, 0.000000e+000, 4.882813e-001, 0.000000e+000)
sqrt o2.xy, r0.xzxx
mul o0.xyz, r0.yyyy, r1.xyzx
mul r0.x, r1.w, v1.w
mul r0.y, r1.w, cb12[0].x
mul r0.y, r0.y, cb2[12].w
mul r0.y, r0.y, v1.z
mul_sat o3.z, r0.y, l(6.250000e-002)
mul o0.w, r0.x, cb2[12].x
mad_sat o1.w, v3.z, l(1.280000e+002), l(-1.270000e+002)
mov o2.zw, l(0,0,0.980000,1.000000)
mad r2.x, cb2[12].z, v1.x, cb3[45].w
mul r0.xy, r2.xzxx, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000)
sqrt o3.xy, r0.xyxx
mov o3.w, l(1.000000)
ret