//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_constantbuffer cb12[28], immediateIndexed
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.w
dcl_output o0.xyzw
dcl_temps 2
add r0.xy, v1.xyxx, l(-5.000000e-001, -5.000000e-001, 0.000000e+000, 0.000000e+000)
add r0.xy, r0.xyxx, r0.xyxx
dp2 r0.x, r0.xyxx, r0.xyxx
add r0.x, -r0.x, l(1.000000e+000)
sqrt r0.y, r0.x
mad r0.xz, v1.xxyx, l(2.000000e+000, 0.000000e+000, 2.000000e+000, 0.000000e+000), l(-1.000000e+000, 0.000000e+000, -1.000000e+000, 0.000000e+000)
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
max r1.y, l(-1.500000e-001), cb12[26].y
mov r1.x, cb12[26].x
mov r1.z, l(0.250000)
dp3 r0.w, r1.xyzx, r1.xyzx
rsq r0.w, r0.w
mul r1.xyz, r0.wwww, r1.xyzx
dp3 r0.x, r0.xyzx, r1.xyzx
max r0.x, r0.x, l(3.000000e-003)
sample_indexable(texture2d)(float,float,float,float) r1.xyzw, v1.xyxx, t7.xyzw, s7
mul r0.yzw, r1.xxyz, cb12[27].xxyz
mul r0.xyz, r0.xxxx, r0.yzwy
mul r0.xyz, r0.xyzx, cb12[25].wwww
mul r0.xyz, r1.wwww, r0.xyzx
mul r0.xyz, r0.xyzx, v2.wwww
mul o0.xyz, r0.xyzx, cb2[14].zzzz
mov o0.w, l(1.000000)
ret