//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB2[15], immediateIndexed
dcl_constantbuffer CB8[12], immediateIndexed
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps linear v0.xyz
dcl_input_ps linear v1.xy
dcl_input_ps constant v3.xyzw
dcl_input_ps linear v4.xyzw
dcl_output o0.xyzw
dcl_output o1.x
dcl_output o2.x
dcl_temps 2
mul r0.xyz, v3.xyzx, v4.xyzx
mul r1.xy, r0.yzyy, l(2.865200, 2.959100, 0.000000, 0.000000)
lt r0.w, r0.x, r1.x
lt r1.x, r1.y, r0.y
lt r1.y, r0.y, r0.x
and r0.w, r0.w, r1.y
and r0.w, r1.x, r0.w
movc r0.xyz, r0.wwww, r0.yyyy, r0.xyzx
mul r0.xyz, r0.xyzx, cb8[11].xxxx
mul o0.xyz, r0.xyzx, cb2[14].zzzz
sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t7.wxyz, s7
sample_indexable(texture2d)(float,float,float,float) r0.y, v0.xyxx, t7.xwyz, s7
add r0.x, r0.x, -r0.y
mad r0.x, v0.z, r0.x, r0.y
mul_sat r0.x, r0.x, v3.w
mov o0.w, r0.x
lt r0.x, l(0.150000), r0.x
and r0.x, r0.x, l(0x3f800000)
add r0.y, -v4.w, l(1.000000)
mul o1.x, r0.x, r0.y
mov o2.x, r0.x
ret