//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[13], immediateIndexed
dcl_constantbuffer CB3[50], immediateIndexed
dcl_constantbuffer CB5[4], immediateIndexed
dcl_constantbuffer CB12[5], immediateIndexed
dcl_constantbuffer CB11[6], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_input_ps linear v1.xy
dcl_input_ps linear v1.zw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyzw
dcl_output o0.xyzw
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xyzw
dcl_temps 5
mul r0.x, cb5[3].z, cb11[3].z
ld_indexable(texture2d)(float,float,float,float) r0.y, l(0, 0, 0, 0), t3.xwyz
lt r0.z, l(0.490000), r0.y
lt r0.y, r0.y, l(0.510000)
and r0.y, r0.y, r0.z
mad_sat r0.z, cb11[3].y, l(2.500000), l(-1.500000)
add r1.xy, l(1.000000, 2.000000, 0.000000, 0.000000), -cb11[3].zzzz
mul r1.yz, r1.yyyy, v1.zzwz
sample_indexable(texture2d)(float,float,float,float) r1.yzw, r1.yzyy, t3.wxyz, s3
mul r0.z, r0.z, r1.y
mul r2.y, r0.z, l(1.300000)
mov r2.z, r1.z
movc r2.yz, r0.yyyy, r2.yyzy, r1.zzwz
add r0.y, -r1.y, r2.z
mad r2.x, r0.x, r0.y, r1.y
mul r0.xy, r2.xyxx, cb11[3].xxxx
mad r0.z, v3.z, r1.x, l(-1.000000)
mad r0.z, r1.x, r0.z, l(1.000000)
mul r0.w, r1.x, v3.z
mul r0.w, r0.w, cb11[3].x
mul r0.x, r0.z, r0.x
mad r0.y, -r0.y, r0.z, l(1.000000)
mad r0.z, cb2[12].y, l(-100.000000), l(1.000000)
mul_sat r0.x, r0.z, r0.x
mul r1.xyz, cb11[3].yyyy, cb11[4].xyzx
sample_indexable(texture2d)(float,float,float,float) r3.xyzw, v1.xyxx, t0.xyzw, s0
mul r2.xyw, r3.xyxz, cb11[0].xyxz
mul r0.z, r3.w, v3.w
mul r0.z, r0.z, cb2[11].x
mul r3.w, r0.z, cb2[12].y
mad r1.xyz, r1.xyzx, l(1.075583, 0.994183, 0.930234, 0.000000), -r2.xywx
mad r1.xyz, r0.xxxx, r1.xyzx, r2.xywx
add r2.xyz, -r1.xyzx, r2.zzzz
mad r0.xzw, r0.wwww, r2.xxyz, r1.xxyz
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t4.xyzw, s4
mul r1.xy, r1.xyxx, r1.xyxx
mul r2.z, r1.w, l(0.996094)
dp3 r1.x, r1.xyzx, cb11[5].xyzx
mul r1.x, r1.x, v3.x
mul r1.x, r1.x, v2.w
mul r0.y, r0.y, r1.x
mad r1.xy, r0.yyyy, l(0.800000, -0.400000, 0.000000, 0.000000), l(0.400000, 1.000000, 0.000000, 0.000000)
mul r2.x, r0.y, l(0.800000)
dp3 r0.y, v2.xyzx, v2.xyzx
rsq r0.y, r0.y
mad r1.z, v2.z, r0.y, l(-0.350000)
mul r4.xyz, r0.yyyy, v2.xyzx
mad o1.xyz, r4.xyzx, l(0.500000, 0.500000, 0.500000, 0.000000), l(0.500000, 0.500000, 0.500000, 0.000000)
mul_sat r0.y, r1.z, l(1.538462)
mul r0.y, r0.y, cb5[3].z
add r1.z, l(1.000000), -cb2[12].z
mul r0.y, r0.y, r1.z
mul r0.y, r0.y, cb2[11].z
mul r1.y, r1.y, r0.y
mov_sat r1.x, r1.x
mad r1.xz, r1.xxxx, l(0.500000, 0.000000, 0.488281, 0.000000), -r2.xxzx
max r1.xz, r1.xxzx, l(0.000000, 0.000000, 0.000000, 0.000000)
mad r1.xz, r1.xxzx, r0.yyyy, r2.xxzx
sqrt o2.xy, r1.xzxx
mad r0.y, r1.y, l(-0.500000), l(1.000000)
mul r3.xyz, r0.yyyy, r0.xzwx
movc o0.xyzw, cb12[4].xxxx, v3.xyzw, r3.xyzw
mov o1.w, l(0)
mov o2.zw, l(0,0,0.960000,1.000000)
add_sat r0.x, cb2[12].z, cb3[49].w
mul r0.y, r0.x, cb2[11].y
add r0.x, cb2[11].z, cb3[45].w
mul r0.xy, r0.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
sqrt o3.xy, r0.xyxx
mul r0.x, v3.x, cb11[2].x
mul r0.x, r0.x, cb11[3].z
mul_sat o3.z, r0.x, l(0.062500)
mov o3.w, l(1.001884)
ret