//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb5[4], immediateIndexed
dcl_sampler s2, mode_default
dcl_sampler s7, mode_default
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t7
dcl_input_ps_siv linear noperspective v0.xyzw, position
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 2
lt r0.x, v1.y, v1.x
and r0.x, r0.x, l(0x3f800000)
mul r0.yz, v1.yyzy, l(0.000000e+000, 2.865200e+000, 2.959100e+000, 0.000000e+000)
lt r0.y, v1.x, r0.y
lt r0.z, r0.z, v1.y
and r0.x, r0.x, r0.y
and r0.x, r0.x, r0.z
ne r0.x, l(0.000000e+000, 0.000000e+000, 0.000000e+000, 0.000000e+000), r0.x
movc r0.xyz, r0.xxxx, v1.yyyy, v1.xyzx
sample_indexable(texture2d)(float,float,float,float) r0.w, v0.xyxx, t2.yzwx, s2
mul r0.w, r0.w, r0.w
mul r0.w, r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
add r1.xy, v0.zwzz, cb5[3].zzzz
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xyxx, t7.xzwy, s7
add r1.xy, l(1.000000e+000, 1.000000e+000, 0.000000e+000, 0.000000e+000), -cb5[3].ywyy
mad r0.w, r0.w, r1.x, cb5[3].y
mul r0.xyz, r0.wwww, r0.xyzx
mad r1.xz, v0.zzwz, l(1.953125e-003, 0.000000e+000, 1.953125e-003, 0.000000e+000), cb5[3].zzzz
sample_indexable(texture2d)(float,float,float,float) r0.w, r1.xzxx, t7.xzwy, s7
mad r0.w, r0.w, r1.y, cb5[3].w
mul r0.xyz, r0.wwww, r0.xyzx
mul o0.xyz, r0.xyzx, cb2[13].zzzz
mov o0.w, l(1.000000)
ret