//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[73], immediateIndexed
dcl_sampler s5, mode_default
dcl_resource_texture2d (float,float,float,float) t5
dcl_input_ps linear v1.xy
dcl_output o0.xyzw
dcl_temps 2
mov r0.xyzw, l(0,0,0,0)
loop
  ige r1.x, r0.w, l(16)
  breakc_nz r1.x
  itof r1.x, r0.w
  mad r1.y, r1.x, l(-6.250000e-002), l(1.000000e+000)
  mul r1.y, r1.y, r1.y
  mul r1.xz, r1.xxxx, cb5[42].xxyx
  mad r1.xz, cb5[72].xxyx, r1.xxzx, v1.xxyx
  sample_l_indexable(texture2d)(float,float,float,float) r1.xzw, r1.xzxx, t5.xwyz, s5, l(0.000000e+000)
  mad r0.xyz, r1.xzwx, r1.yyyy, r0.xyzx
  iadd r0.w, r0.w, l(1)
endloop
//mul r0.xyz, r0.xyzx, cb5[40].xyzx
mul r0.xyz, r0.xyzx, l(2.500000e-001, 2.500000e-001, 2.500000e-001, 0.000000e+000)
lt r0.w, l(0.000000e+000), cb5[35].y
add r1.xy, v1.yxyy, l(-5.000000e-001, -5.000000e-001, 0.000000e+000, 0.000000e+000)
movc r0.w, r0.w, |r1.x|, |r1.y|
add r0.w, r0.w, r0.w
add r1.x, -cb5[35].z, cb5[35].w
mad r0.w, r1.x, r0.w, cb5[35].z
mul r0.w, r0.w, r0.w
mul o0.xyz, r0.wwww, r0.xyzx
mov o0.w, l(1.000000)
ret