//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb3[50], immediateIndexed
dcl_constantbuffer cb13[1], immediateIndexed
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t2
dcl_input v0.xyz
dcl_input v1.xyzw
dcl_input v2.xy
dcl_input v3.xyz
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyz
dcl_output o5.xyz
dcl_output o6.xyz
dcl_temps 2
mul r0.xyzw, v0.yyyy, cb1[9].xyzw
mad r0.xyzw, v0.xxxx, cb1[8].xyzw, r0.xyzw
mad r0.xyzw, v0.zzzz, cb1[10].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb1[11].xyzw
mul r0.xyz, v0.yyyy, cb1[1].xyzx
mad r0.xyz, v0.xxxx, cb1[0].xyzx, r0.xyzx
mad r0.xyz, v0.zzzz, cb1[2].xyzx, r0.xyzx
add r0.xyz, r0.xyzx, cb1[3].xyzx
add r1.xyz, -r0.xyzx, cb1[15].xyzx
mov o5.xyz, r0.xyzx
dp3 r0.x, r1.xyzx, r1.xyzx
mul r0.x, r0.x, l(4.000000e-006)
min r0.x, r0.x, l(1.000000e+000)
add r0.y, -r0.x, l(1.000000e+000)
add_sat r0.xy, r0.xyxx, -cb2[13].zzzz
add r0.z, l(-1.000000e+000), cb3[49].w
mad r0.xy, r0.xyxx, r0.zzzz, l(1.000000e+000, 1.000000e+000, 0.000000e+000, 0.000000e+000)
mul_sat o1.xy, r0.xyxx, v1.xyxx
mov o1.zw, v1.zzzw
mov r0.x, v1.z
mov r0.y, cb13[0].x
sample_l_indexable(texture2d)(float,float,float,float) o2.xyzw, r0.xyxx, t2.xyzw, s2, l(0.000000e+000)
mov o3.xy, v2.xyxx
mul r0.xyz, v3.yyyy, cb1[1].xyzx
mad r0.xyz, v3.xxxx, cb1[0].xyzx, r0.xyzx
mad o4.xyz, v3.zzzz, cb1[2].xyzx, r0.xyzx
dp3 r0.x, v3.xyzx, v3.xyzx
lt r0.x, r0.x, l(1.000000e-001)
movc r0.xyz, r0.xxxx, l(0,0,1.000000,0), v3.xyzx
mul r1.xyz, r0.yyyy, cb1[1].xyzx
mad r0.xyw, r0.xxxx, cb1[0].xyxz, r1.xyxz
mad r0.xyz, r0.zzzz, cb1[2].xyzx, r0.xywx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul o6.xyz, r0.wwww, r0.xyzx
ret