//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[16], immediateIndexed
dcl_constantbuffer cb3[59], immediateIndexed
dcl_constantbuffer cb5[45], immediateIndexed
dcl_sampler s3, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_output o0.xyzw
dcl_temps 4
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t3.xyzw, s3
add r0.y, cb5[0].w, l(1.000000e+000)
add r0.x, -r0.x, r0.y
div r0.x, cb5[0].z, r0.x
lt r0.y, l(0.000000e+000), cb5[44].x
if_nz r0.y
  add r0.yz, cb2[15].zzwz, cb2[15].zzwz
  mul r1.xy, v1.xyxx, cb2[15].xyxx
  mul r1.xy, r1.xyxx, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000)
  round_ne r1.xy, r1.xyxx
  mul r0.yz, r0.yyzy, r1.xxyx
  gather4_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.yzyy, t7.xyzw, s7.x
  gather4_indexable(texture2d)(float,float,float,float) r2.xyzw, r0.yzyy, t7.xyzw, s7.y
  add r3.xyzw, -r0.xxxx, r2.xyzw
  div r2.xyzw, r3.xyzw, r2.xyzw
  lt r0.y, |r2.y|, |r2.x|
  mov r3.xz, r1.yyxy
  mov r3.yw, |r2.yyyx|
  movc r0.yz, r0.yyyy, r3.xxyx, r3.zzwz
  lt r0.w, |r2.z|, r0.z
  mov r3.x, r1.z
  mov r3.y, |r2.z|
  movc r0.yz, r0.wwww, r3.xxyx, r0.yyzy
  lt r0.z, |r2.w|, r0.z
  movc r0.y, r0.z, r1.w, r0.y
  lt r2.xyzw, |r2.xyzw|, l(1.000000e-002, 1.000000e-002, 1.000000e-002, 1.000000e-002)
  and r0.zw, r2.zzzw, r2.xxxy
  and r0.z, r0.w, r0.z
  dp4 r0.w, r1.xyzw, l(2.500000e-001, 2.500000e-001, 2.500000e-001, 2.500000e-001)
  movc r0.y, r0.z, r0.w, r0.y
else
  mov r0.y, l(1.000000)
endif
mul r0.xzw, r0.xxxx, v2.xxyz
add r0.y, r0.y, l(-1.000000e+000)
mad_sat r0.y, cb5[44].x, r0.y, l(1.000000e+000)
dp3 r1.x, r0.xzwx, r0.xzwx
sqrt r1.y, r1.x
add r1.z, r1.y, -cb3[50].x
max r1.z, r1.z, l(0.000000e+000)
div r1.y, r1.z, r1.y
mul r1.y, r0.w, r1.y
mul r1.w, r1.y, cb3[52].z
lt r1.y, l(1.000000e-002), |r1.y|
mul r2.x, r1.w, l(-1.442695e+000)
exp r2.x, r2.x
add r2.x, -r2.x, l(1.000000e+000)
div r1.w, r2.x, r1.w
movc r1.y, r1.y, r1.w, l(1.000000)
mul r1.w, r1.z, cb3[51].w
mul r1.y, r1.y, r1.w
min r1.y, r1.y, l(1.000000e+000)
mul r1.y, r1.y, l(1.442695e+000)
exp r1.y, r1.y
min r1.y, r1.y, l(1.000000e+000)
add r1.y, -r1.y, l(1.000000e+000)
mul r1.w, r1.y, cb3[52].y
rsq r1.x, r1.x
mul r0.xzw, r0.xxzw, r1.xxxx
dp3_sat r1.x, r0.xzwx, cb3[54].xyzx
log r1.x, r1.x
mul r1.x, r1.x, cb3[54].w
exp r1.x, r1.x
dp3_sat r0.x, r0.xzwx, cb3[53].xyzx
log r0.x, r0.x
mul r0.x, r0.x, cb3[53].w
exp r0.x, r0.x
mad r0.z, -r1.y, cb3[52].y, l(1.000000e+000)
add r0.w, r1.z, -cb3[52].x
max r0.w, r0.w, l(0.000000e+000)
mul r0.zw, r0.zzzw, cb3[51].yyyx
mul r0.w, r0.w, l(1.442695e+000)
exp r0.w, r0.w
add r0.w, -r0.w, l(1.000000e+000)
mad_sat o0.w, r0.z, r0.w, r1.w
mul r0.w, r1.z, -cb3[51].z
mul r0.w, r0.w, l(1.442695e+000)
exp r0.w, r0.w
add r0.w, -r0.w, l(1.000000e+000)
add r1.yzw, -cb3[56].xxyz, cb3[58].xxyz
mad r1.xyz, r1.xxxx, r1.yzwy, cb3[56].xyzx
add r2.xyz, -r1.xyzx, cb3[55].xyzx
mad r1.xyz, r0.xxxx, r2.xyzx, r1.xyzx
add r1.xyz, r1.xyzx, -cb3[57].xyzx
mad r1.xyz, r0.wwww, r1.xyzx, cb3[57].xyzx
add r2.x, -r1.x, cb3[55].w
add r2.y, -r1.y, cb3[56].w
add r2.z, -r1.z, cb3[57].w
mad r0.xzw, r0.zzzz, r2.xxyz, r1.xxyz
mul r0.xyz, r0.yyyy, r0.xzwx
mul o0.xyz, r0.xyzx, cb2[14].zzzz
ret