	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function RB_ShadowTessEnd
LCPI0_0:
	.long	0x3e4ccccd                      ## float 0.200000003
LCPI0_1:
	.long	0x00000000                      ## float 0
	.section	__TEXT,__text,regular,pure_instructions
	.globl	_RB_ShadowTessEnd
	.p2align	4, 0x90
_RB_ShadowTessEnd:                      ## @RB_ShadowTessEnd
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	subq	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_tess@GOTPCREL(%rip), %r12
	movq	_SHADER_MAX_VERTEXES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, %ecx
	shrl	$31, %ecx
	addl	%eax, %ecx
	sarl	%ecx
	cmpl	%ecx, (%r12)
	jge	LBB0_12
## %bb.1:
	movq	_glConfig@GOTPCREL(%rip), %rax
	cmpl	$4, (%rax)
	jl	LBB0_12
## %bb.2:
	movq	_backEnd@GOTPCREL(%rip), %rax
	movq	8(%rax), %rax
	movl	(%rax), %edi
	callq	_VectorCopy
	movl	(%r12), %edx
	testl	%edx, %edx
	jle	LBB0_5
## %bb.3:
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r12), %rax
	movq	(%rax,%rbx,8), %rdi
	movslq	%edx, %rcx
	addq	%rbx, %rcx
	movq	(%rax,%rcx,8), %rcx
	movl	$-512, %esi                     ## imm = 0xFE00
	callq	_VectorMA
	incq	%rbx
	movslq	(%r12), %rdx
	cmpq	%rdx, %rbx
	jl	LBB0_4
LBB0_5:
	movq	_numEdgeDefs@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	shll	$2, %edx
	xorl	%esi, %esi
                                        ## kill: def $edx killed $edx killed $rdx
	callq	_Com_Memset
	movl	16(%r12), %eax
	cmpl	$3, %eax
	jl	LBB0_8
## %bb.6:
	movl	%eax, %eax
	movl	$2863311531, %ecx               ## imm = 0xAAAAAAAB
	imulq	%rax, %rcx
	shrq	$33, %rcx
	movq	%rcx, -48(%rbp)                 ## 8-byte Spill
	movl	$8, %r14d
	xorl	%r15d, %r15d
	.p2align	4, 0x90
LBB0_7:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r12), %rax
	movq	24(%r12), %rcx
	movslq	-8(%rcx,%r14), %rdx
	movq	%rdx, -56(%rbp)                 ## 8-byte Spill
	movslq	-4(%rcx,%r14), %r12
	movslq	(%rcx,%r14), %rcx
	movq	%rcx, -64(%rbp)                 ## 8-byte Spill
	movq	(%rax,%rdx,8), %rbx
	movq	(%rax,%r12,8), %rdi
	movq	(%rax,%rcx,8), %r13
	movq	%rbx, %rsi
	callq	_VectorSubtract
	movq	%r13, %rdi
	movq	%rbx, %rsi
	callq	_VectorSubtract
	callq	_CrossProduct
	callq	_DotProduct
	xorl	%edx, %edx
	ucomiss	LCPI0_1(%rip), %xmm0
	seta	%dl
	movq	_facing@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rax
	movq	%rcx, %r13
	movl	%edx, (%rax,%r15,4)
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	movl	%ebx, %edi
	movl	%r12d, %esi
	callq	_R_AddEdgeDef
	movq	(%r13), %rax
	movl	(%rax,%r15,4), %edx
	movl	%r12d, %edi
	movq	_tess@GOTPCREL(%rip), %r12
	movq	-64(%rbp), %r13                 ## 8-byte Reload
	movl	%r13d, %esi
	callq	_R_AddEdgeDef
	movq	_facing@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movl	(%rax,%r15,4), %edx
	movl	%r13d, %edi
	movl	%ebx, %esi
	callq	_R_AddEdgeDef
	incq	%r15
	addq	$12, %r14
	cmpq	%r15, -48(%rbp)                 ## 8-byte Folded Reload
	jne	LBB0_7
LBB0_8:
	movq	_tr@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_GL_Bind
	movq	_GL_CULL_FACE@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_qglEnable
	movq	_GLS_SRCBLEND_ONE@GOTPCREL(%rip), %rax
	movq	_GLS_DSTBLEND_ZERO@GOTPCREL(%rip), %rcx
	movl	(%rcx), %edi
	orl	(%rax), %edi
	callq	_GL_State
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	movaps	%xmm0, %xmm1
	movaps	%xmm0, %xmm2
	callq	_qglColor3f
	movq	_GL_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	movl	%ecx, %edi
	movl	%ecx, %esi
	movl	%ecx, %edx
	callq	_qglColorMask
	movq	_GL_STENCIL_TEST@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_qglEnable
	movq	_GL_ALWAYS@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movl	$1, %esi
	movl	$255, %edx
	callq	_qglStencilFunc
	movq	_backEnd@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	je	LBB0_10
## %bb.9:
	movq	_GL_FRONT@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_qglCullFace
	movq	_GL_KEEP@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	movq	_GL_INCR@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movl	%edi, %esi
	callq	_qglStencilOp
	xorl	%eax, %eax
	callq	_R_RenderShadowEdges
	movq	_GL_BACK@GOTPCREL(%rip), %rax
	jmp	LBB0_11
LBB0_12:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_10:
	movq	_GL_BACK@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_qglCullFace
	movq	_GL_KEEP@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edi
	movq	_GL_INCR@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movl	%edi, %esi
	callq	_qglStencilOp
	xorl	%eax, %eax
	callq	_R_RenderShadowEdges
	movq	_GL_FRONT@GOTPCREL(%rip), %rax
LBB0_11:
	movl	(%rax), %edi
	callq	_qglCullFace
	movl	(%rbx), %edi
	movq	_GL_DECR@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movl	%edi, %esi
	callq	_qglStencilOp
	xorl	%eax, %eax
	callq	_R_RenderShadowEdges
	movq	_GL_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	movl	%ecx, %edi
	movl	%ecx, %esi
	movl	%ecx, %edx
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_qglColorMask                   ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_tess,32,3                      ## @tess
	.comm	_SHADER_MAX_VERTEXES,4,2        ## @SHADER_MAX_VERTEXES
	.comm	_glConfig,4,2                   ## @glConfig
	.comm	_backEnd,16,3                   ## @backEnd
	.comm	_numEdgeDefs,4,2                ## @numEdgeDefs
	.comm	_facing,8,3                     ## @facing
	.comm	_tr,4,2                         ## @tr
	.comm	_GL_CULL_FACE,4,2               ## @GL_CULL_FACE
	.comm	_GLS_SRCBLEND_ONE,4,2           ## @GLS_SRCBLEND_ONE
	.comm	_GLS_DSTBLEND_ZERO,4,2          ## @GLS_DSTBLEND_ZERO
	.comm	_GL_FALSE,4,2                   ## @GL_FALSE
	.comm	_GL_STENCIL_TEST,4,2            ## @GL_STENCIL_TEST
	.comm	_GL_ALWAYS,4,2                  ## @GL_ALWAYS
	.comm	_GL_FRONT,4,2                   ## @GL_FRONT
	.comm	_GL_KEEP,4,2                    ## @GL_KEEP
	.comm	_GL_INCR,4,2                    ## @GL_INCR
	.comm	_GL_BACK,4,2                    ## @GL_BACK
	.comm	_GL_DECR,4,2                    ## @GL_DECR
	.comm	_GL_TRUE,4,2                    ## @GL_TRUE
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_RB_ShadowTessEnd               ; -- Begin function RB_ShadowTessEnd
	.p2align	2
_RB_ShadowTessEnd:                      ; @RB_ShadowTessEnd
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
Lloh0:
	adrp	x25, _tess@GOTPAGE
Lloh1:
	ldr	x25, [x25, _tess@GOTPAGEOFF]
	ldr	w8, [x25]
Lloh2:
	adrp	x9, _SHADER_MAX_VERTEXES@GOTPAGE
Lloh3:
	ldr	x9, [x9, _SHADER_MAX_VERTEXES@GOTPAGEOFF]
Lloh4:
	ldr	w9, [x9]
	cmp	w9, #0
	cinc	w9, w9, lt
Lloh5:
	adrp	x10, _glConfig@GOTPAGE
Lloh6:
	ldr	x10, [x10, _glConfig@GOTPAGEOFF]
Lloh7:
	ldr	w10, [x10]
	cmp	w8, w9, asr #1
	ccmp	w10, #4, #8, lt
	b.ge	LBB0_2
; %bb.1:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
LBB0_2:
Lloh8:
	adrp	x8, _backEnd@GOTPAGE
Lloh9:
	ldr	x8, [x8, _backEnd@GOTPAGEOFF]
Lloh10:
	ldr	x8, [x8, #8]
	ldr	w0, [x8]
	bl	_VectorCopy
	ldr	w8, [x25]
	cmp	w8, #1
	b.lt	LBB0_5
; %bb.3:
	mov	x19, #0
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x25, #8]
	ldr	x0, [x9, x19, lsl #3]
	add	x8, x19, w8, sxtw
	ldr	x3, [x9, x8, lsl #3]
	mov	w1, #-512
	bl	_VectorMA
	add	x19, x19, #1
	ldrsw	x8, [x25]
	cmp	x19, x8
	b.lt	LBB0_4
LBB0_5:
Lloh11:
	adrp	x9, _numEdgeDefs@GOTPAGE
Lloh12:
	ldr	x9, [x9, _numEdgeDefs@GOTPAGEOFF]
Lloh13:
	ldr	w0, [x9]
	lsl	w2, w8, #2
	mov	w1, #0
	bl	_Com_Memset
	ldr	w8, [x25, #16]
	cmp	w8, #3
	b.lt	LBB0_8
; %bb.6:
	mov	x26, #0
	mov	w9, #43691
	movk	w9, #43690, lsl #16
	umull	x8, w8, w9
	lsr	x8, x8, #31
	and	x27, x8, #0x1fffffffc
	mov	w28, #4
Lloh14:
	adrp	x24, _facing@GOTPAGE
Lloh15:
	ldr	x24, [x24, _facing@GOTPAGEOFF]
LBB0_7:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x25, #24]
	add	x8, x8, x28
	ldpsw	x19, x20, [x8, #-4]
	ldrsw	x21, [x8, #4]
	ldr	x8, [x25, #8]
	ldr	x22, [x8, x19, lsl #3]
	ldr	x0, [x8, x20, lsl #3]
	ldr	x23, [x8, x21, lsl #3]
	mov	x1, x22
	bl	_VectorSubtract
	mov	x0, x23
	mov	x1, x22
	bl	_VectorSubtract
	bl	_CrossProduct
	bl	_DotProduct
	fcmp	s0, #0.0
	cset	w2, gt
	ldr	x8, [x24]
	str	w2, [x8, x26]
	mov	x0, x19
	mov	x1, x20
	bl	_R_AddEdgeDef
	ldr	x8, [x24]
	ldr	w2, [x8, x26]
	mov	x0, x20
	mov	x1, x21
	bl	_R_AddEdgeDef
	ldr	x8, [x24]
	ldr	w2, [x8, x26]
	mov	x0, x21
	mov	x1, x19
	bl	_R_AddEdgeDef
	add	x26, x26, #4
	add	x28, x28, #12
	cmp	x27, x26
	b.ne	LBB0_7
LBB0_8:
Lloh16:
	adrp	x8, _tr@GOTPAGE
Lloh17:
	ldr	x8, [x8, _tr@GOTPAGEOFF]
Lloh18:
	ldr	w0, [x8]
	bl	_GL_Bind
Lloh19:
	adrp	x8, _GL_CULL_FACE@GOTPAGE
Lloh20:
	ldr	x8, [x8, _GL_CULL_FACE@GOTPAGEOFF]
Lloh21:
	ldr	w0, [x8]
	bl	_qglEnable
Lloh22:
	adrp	x8, _GLS_SRCBLEND_ONE@GOTPAGE
Lloh23:
	ldr	x8, [x8, _GLS_SRCBLEND_ONE@GOTPAGEOFF]
Lloh24:
	ldr	w8, [x8]
Lloh25:
	adrp	x9, _GLS_DSTBLEND_ZERO@GOTPAGE
Lloh26:
	ldr	x9, [x9, _GLS_DSTBLEND_ZERO@GOTPAGEOFF]
Lloh27:
	ldr	w9, [x9]
	orr	w0, w9, w8
	bl	_GL_State
	mov	w8, #52429
	movk	w8, #15948, lsl #16
	fmov	s0, w8
	fmov	s1, s0
	fmov	s2, s0
	bl	_qglColor3f
Lloh28:
	adrp	x8, _GL_FALSE@GOTPAGE
Lloh29:
	ldr	x8, [x8, _GL_FALSE@GOTPAGEOFF]
Lloh30:
	ldr	w0, [x8]
	mov	x1, x0
	mov	x2, x0
	mov	x3, x0
	bl	_qglColorMask
Lloh31:
	adrp	x8, _GL_STENCIL_TEST@GOTPAGE
Lloh32:
	ldr	x8, [x8, _GL_STENCIL_TEST@GOTPAGEOFF]
Lloh33:
	ldr	w0, [x8]
	bl	_qglEnable
Lloh34:
	adrp	x8, _GL_ALWAYS@GOTPAGE
Lloh35:
	ldr	x8, [x8, _GL_ALWAYS@GOTPAGEOFF]
Lloh36:
	ldr	w0, [x8]
	mov	w1, #1
	mov	w2, #255
	bl	_qglStencilFunc
Lloh37:
	adrp	x8, _backEnd@GOTPAGE
Lloh38:
	ldr	x8, [x8, _backEnd@GOTPAGEOFF]
Lloh39:
	ldr	x8, [x8]
	cbz	x8, LBB0_10
; %bb.9:
Lloh40:
	adrp	x8, _GL_FRONT@GOTPAGE
Lloh41:
	ldr	x8, [x8, _GL_FRONT@GOTPAGEOFF]
Lloh42:
	ldr	w0, [x8]
	bl	_qglCullFace
Lloh43:
	adrp	x19, _GL_KEEP@GOTPAGE
Lloh44:
	ldr	x19, [x19, _GL_KEEP@GOTPAGEOFF]
	ldr	w0, [x19]
Lloh45:
	adrp	x8, _GL_INCR@GOTPAGE
Lloh46:
	ldr	x8, [x8, _GL_INCR@GOTPAGEOFF]
Lloh47:
	ldr	w2, [x8]
	mov	x1, x0
	bl	_qglStencilOp
	bl	_R_RenderShadowEdges
Lloh48:
	adrp	x8, _GL_BACK@GOTPAGE
Lloh49:
	ldr	x8, [x8, _GL_BACK@GOTPAGEOFF]
	b	LBB0_11
LBB0_10:
Lloh50:
	adrp	x8, _GL_BACK@GOTPAGE
Lloh51:
	ldr	x8, [x8, _GL_BACK@GOTPAGEOFF]
Lloh52:
	ldr	w0, [x8]
	bl	_qglCullFace
Lloh53:
	adrp	x19, _GL_KEEP@GOTPAGE
Lloh54:
	ldr	x19, [x19, _GL_KEEP@GOTPAGEOFF]
	ldr	w0, [x19]
Lloh55:
	adrp	x8, _GL_INCR@GOTPAGE
Lloh56:
	ldr	x8, [x8, _GL_INCR@GOTPAGEOFF]
Lloh57:
	ldr	w2, [x8]
	mov	x1, x0
	bl	_qglStencilOp
	bl	_R_RenderShadowEdges
Lloh58:
	adrp	x8, _GL_FRONT@GOTPAGE
Lloh59:
	ldr	x8, [x8, _GL_FRONT@GOTPAGEOFF]
LBB0_11:
	ldr	w0, [x8]
	bl	_qglCullFace
	ldr	w0, [x19]
Lloh60:
	adrp	x8, _GL_DECR@GOTPAGE
Lloh61:
	ldr	x8, [x8, _GL_DECR@GOTPAGEOFF]
Lloh62:
	ldr	w2, [x8]
	mov	x1, x0
	bl	_qglStencilOp
	bl	_R_RenderShadowEdges
Lloh63:
	adrp	x8, _GL_TRUE@GOTPAGE
Lloh64:
	ldr	x8, [x8, _GL_TRUE@GOTPAGEOFF]
Lloh65:
	ldr	w0, [x8]
	mov	x1, x0
	mov	x2, x0
	mov	x3, x0
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	b	_qglColorMask
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh11, Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh37, Lloh38, Lloh39
	.loh AdrpLdrGotLdr	Lloh34, Lloh35, Lloh36
	.loh AdrpLdrGotLdr	Lloh31, Lloh32, Lloh33
	.loh AdrpLdrGotLdr	Lloh28, Lloh29, Lloh30
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGot	Lloh48, Lloh49
	.loh AdrpLdrGotLdr	Lloh45, Lloh46, Lloh47
	.loh AdrpLdrGot	Lloh43, Lloh44
	.loh AdrpLdrGotLdr	Lloh40, Lloh41, Lloh42
	.loh AdrpLdrGot	Lloh58, Lloh59
	.loh AdrpLdrGotLdr	Lloh55, Lloh56, Lloh57
	.loh AdrpLdrGot	Lloh53, Lloh54
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh63, Lloh64, Lloh65
	.loh AdrpLdrGotLdr	Lloh60, Lloh61, Lloh62
	.cfi_endproc
                                        ; -- End function
	.comm	_tess,32,3                      ; @tess
	.comm	_SHADER_MAX_VERTEXES,4,2        ; @SHADER_MAX_VERTEXES
	.comm	_glConfig,4,2                   ; @glConfig
	.comm	_backEnd,16,3                   ; @backEnd
	.comm	_numEdgeDefs,4,2                ; @numEdgeDefs
	.comm	_facing,8,3                     ; @facing
	.comm	_tr,4,2                         ; @tr
	.comm	_GL_CULL_FACE,4,2               ; @GL_CULL_FACE
	.comm	_GLS_SRCBLEND_ONE,4,2           ; @GLS_SRCBLEND_ONE
	.comm	_GLS_DSTBLEND_ZERO,4,2          ; @GLS_DSTBLEND_ZERO
	.comm	_GL_FALSE,4,2                   ; @GL_FALSE
	.comm	_GL_STENCIL_TEST,4,2            ; @GL_STENCIL_TEST
	.comm	_GL_ALWAYS,4,2                  ; @GL_ALWAYS
	.comm	_GL_FRONT,4,2                   ; @GL_FRONT
	.comm	_GL_KEEP,4,2                    ; @GL_KEEP
	.comm	_GL_INCR,4,2                    ; @GL_INCR
	.comm	_GL_BACK,4,2                    ; @GL_BACK
	.comm	_GL_DECR,4,2                    ; @GL_DECR
	.comm	_GL_TRUE,4,2                    ; @GL_TRUE
.subsections_via_symbols
