//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB5[71], immediateIndexed
dcl_constantbuffer CB1[7], immediateIndexed
dcl_sampler s14, mode_default
dcl_resource_texture2d (float,float,float,float) t14
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.x
dcl_output o0.xyzw
dcl_temps 2
add r0.xy, v1.xyxx, l(-0.500000, -0.500000, 0.000000, 0.000000)
dp2 r0.x, r0.xyxx, r0.xyxx
add r0.x, -r0.x, l(1.000000)
log r0.x, r0.x
mul r0.x, r0.x, cb5[70].y
exp r0.x, r0.x
add_sat r0.x, r0.x, cb5[70].x
add r0.x, -r0.x, l(1.000000)
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v1.xyxx, t14.wxyz, s14
lt r1.x, l(0.890000), cb5[70].x
if_nz r1.x
  mad r1.xy, v1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
  mul r1.xy, r1.xyxx, cb5[0].xyxx
  mov r1.z, l(1.000000)
  dp3 r1.x, r1.xyzx, cb1[6].xyzx
  add r1.x, r1.x, l(0.070000)
  mul_sat r1.x, r1.x, l(10.000000)
  add r1.x, -r1.x, l(1.000000)
  mad r1.x, v2.x, r1.x, -r0.x
  mad r0.x, r1.x, l(0.650000), r0.x
endif 
mov o0.xyzw, r0.yzwx
ret