//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[14], 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.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 2
add r0.x, l(1.000000e+000), -cb2[13].z
mul r0.x, r0.x, cb5[3].z
mul r0.y, v1.x, cb2[12].z
mul r0.x, r0.y, r0.x
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
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v2.xyxx, t0.xyzw, s0
mul o0.xyz, r0.yyyy, r1.xyzx
mul r0.x, r1.w, v1.w
mul r0.x, r0.x, cb2[13].y
mul r0.x, r0.x, cb2[12].x
mov o0.w, r0.x
mov o3.w, r0.x
mov o1.xyzw, l(0,0,0,0)
mov o2.zw, l(0,0,0,0)
mul r0.x, r1.w, cb12[0].x
dp3 r0.y, r1.xyzx, l(2.125000e-001, 7.154000e-001, 7.210000e-002, 0.000000e+000)
mul r0.x, r0.x, cb2[12].w
mul r0.x, r0.x, cb2[13].y
mul r0.x, r0.x, v1.z
mul r0.x, r0.y, r0.x
mul_sat o3.z, r0.x, l(6.250000e-002)
mov o3.xy, l(0,0,0,0)
ret