//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[76], immediateIndexed
dcl_sampler s4, mode_default
dcl_sampler s10, mode_default
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t10
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
mad r0.xyz, cb5[72].xyyx, l(1.000000e+000, 0.000000e+000, -1.000000e+000, 0.000000e+000), v1.xyyx
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.xyxx, t4.yxzw, s4
sample_indexable(texture2d)(float,float,float,float) r0.x, r0.xzxx, t4.xyzw, s4
mul r0.z, cb5[75].w, l(9.800000e-001)
lt r0.xy, r0.zzzz, r0.xyxx
and r0.xy, r0.xyxx, l(0x3f800000, 0x3f800000, 0, 0)
ne r1.yz, l(0.000000e+000, 0.000000e+000, 0.000000e+000, 0.000000e+000), r0.yyxy
and r1.yz, r1.yyzy, l(0, 0x3f800000, 0x3f800000, 0)
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t10.xyzw, s10
mul r0.x, r0.x, l(2.500000e-001)
mad r0.yw, cb5[72].xxxy, l(0.000000e+000, 0.000000e+000, 0.000000e+000, -1.000000e+000), v1.xxxy
sample_indexable(texture2d)(float,float,float,float) r0.y, r0.ywyy, t4.yxzw, s4
lt r0.y, r0.z, r0.y
and r1.w, r0.y, l(0x3f800000)
sample_indexable(texture2d)(float,float,float,float) r0.y, v1.xyxx, t4.yxzw, s4
lt r0.y, r0.z, r0.y
and r1.x, r0.y, l(0x3f800000)
dp4 o0.x, r1.xyzw, r0.xxxx
mov o0.w, l(1.000000)
ret