//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb2[15], immediateIndexed
dcl_constantbuffer cb5[4], immediateIndexed
dcl_constantbuffer cb1[16], immediateIndexed
dcl_sampler s2, mode_default
dcl_resource_texture2d (float,float,float,float) t2
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_output o0.xyzw
dcl_temps 3
resinfo_indexable(texture2d)(float,float,float,float) r0.xy, l(0), t2.xyzw
lt r0.x, r0.y, r0.x
if_nz r0.x
  mov o0.xyzw, l(0,0,0,1.000000)
  ret 
endif 
mad r0.xy, cb1[15].xzxx, l(3.000000e-002, 4.000000e-002, 0.000000e+000, 0.000000e+000), cb1[9].xzxx
mul r0.xy, r0.xyxx, l(5.000000e+000, 5.000000e+000, 0.000000e+000, 0.000000e+000)
mad r0.zw, v1.xxxy, l(0.000000e+000, 0.000000e+000, 2.600000e+000, 2.600000e+000), l(0.000000e+000, 0.000000e+000, -1.300000e+000, -1.300000e+000)
add r0.zw, r0.zzzw, r0.zzzw
dp2 r1.x, r0.zwzz, r0.zwzz
rsq r1.y, r1.x
add r1.x, -r1.x, l(1.000000e+000)
max r1.x, r1.x, l(0.000000e+000)
mul r1.yz, r0.zzwz, r1.yyyy
mad r0.xy, r1.yzyy, l(6.283185e+000, 6.283185e+000, 0.000000e+000, 0.000000e+000), r0.xyxx
mul r0.xy, r0.xyxx, l(1.600000e+000, 1.600000e+000, 0.000000e+000, 0.000000e+000)
sincos r2.x, null, r0.x
sincos null, r2.y, r0.y
mul r0.xy, r0.zwzz, r2.xyxx
mad r0.xy, r0.xyxx, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000), l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000)
sample_indexable(texture2d)(float,float,float,float) r0.xyz, r0.xyxx, t2.xyzw, s2
mul r0.xyz, r1.xxxx, r0.xyzx
sample_indexable(texture2d)(float,float,float,float) r1.xyz, v1.xyxx, t2.xyzw, s2
add r1.xyz, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r1.xyzx
mul r1.xyz, r1.xyzx, r1.xyzx
mad r0.xyz, r0.xyzx, l(1.440000e-003, 1.440000e-003, 1.440000e-003, 0.000000e+000), r1.xyzx
add r1.xyz, v3.xyzx, -cb1[15].xyzx
dp3 r0.w, r1.xyzx, r1.xyzx
sqrt r0.w, r0.w
mul r0.w, r0.w, l(3.000000e-002)
min r0.w, r0.w, l(1.000000e+000)
mad r0.w, r0.w, l(9.980000e+000), l(2.000000e-002)
mul r0.xyz, r0.wwww, r0.xyzx
sample_l_indexable(texture2d)(float,float,float,float) r0.w, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000), t2.xywz, s2, l(0.000000e+000)
eq r0.w, r0.w, l(0.000000e+000)
movc r0.yz, r0.wwww, r0.xxxx, r0.yyzy
mad r0.xyz, r0.xyzx, v2.xyzx, cb5[3].xyzx
mul o0.xyz, r0.xyzx, cb2[14].zzzz
mov o0.w, l(1.000000)
ret