//++++++++++++++++++++++++++++++++++++
// QuantV 3.0.0 shader
// Original code by Rockstar Games
//++++++++++++++++++++++++++++++++++++
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb5[4], 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_output o0.xyzw
dcl_temps 1
sample_l_indexable(texture2d)(float,float,float,float) r0.x, l(5.000000e-001, 5.000000e-001, 0.000000e+000, 0.000000e+000), t2.zxyw, s2, l(0.000000e+000)
eq r0.x, r0.x, l(0.000000e+000)
sample_indexable(texture2d)(float,float,float,float) r0.yzw, v1.xyxx, t2.wxyz, s2
mul r0.yzw, r0.yyzw, r0.yyzw
mul r0.yzw, r0.yyzw, r0.yyzw
mul r0.yzw, r0.yyzw, l(0.000000e+000, 2.000000e+001, 2.000000e+001, 2.000000e+001)
movc r0.zw, r0.xxxx, r0.yyyy, r0.zzzw
mad r0.xyz, r0.yzwy, v2.xyzx, cb5[3].xyzx
mul o0.xyz, r0.xyzx, l(1.380000e-001, 1.380000e-001, 1.380000e-001, 0.000000e+000)
mov o0.w, l(1.000000)
ret