	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ## -- Begin function init_shaders
LCPI0_0:
	.quad	0x3ff0000000000000              ## double 1
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_init_shaders:                          ## @init_shaders
	.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	%rbx
	subq	$24, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	leaq	L_.str(%rip), %rax
	movq	%rax, -48(%rbp)
	leaq	L_.str.1(%rip), %rax
	movq	%rax, -40(%rbp)
	leaq	L_.str.2(%rip), %rax
	movq	%rax, -32(%rbp)
	movq	_GL_VERTEX_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glCreateShader
	movq	%rax, 88(%rbx)
	leaq	-48(%rbp), %rdx
	movq	%rax, %rdi
	movl	$1, %esi
	xorl	%ecx, %ecx
	callq	_glShaderSource
	movq	88(%rbx), %rdi
	callq	_glCompileShader
	xorl	%eax, %eax
	callq	_check
	cmpq	$0, 72(%rbx)
	je	LBB0_2
## %bb.1:
	movq	88(%rbx), %rdi
	callq	_showlog
LBB0_2:
	movq	_GL_FRAGMENT_SHADER@GOTPCREL(%rip), %r14
	movl	(%r14), %edi
	callq	_glCreateShader
	movq	%rax, 144(%rbx)
	leaq	-32(%rbp), %rdx
	movq	%rax, %rdi
	movl	$1, %esi
	xorl	%ecx, %ecx
	callq	_glShaderSource
	movq	144(%rbx), %rdi
	callq	_glCompileShader
	xorl	%eax, %eax
	callq	_check
	cmpq	$0, 72(%rbx)
	je	LBB0_4
## %bb.3:
	movq	144(%rbx), %rdi
	callq	_showlog
LBB0_4:
	movl	(%r14), %edi
	callq	_glCreateShader
	movq	%rax, 80(%rbx)
	leaq	-40(%rbp), %rdx
	movq	%rax, %rdi
	movl	$1, %esi
	xorl	%ecx, %ecx
	callq	_glShaderSource
	movq	80(%rbx), %rdi
	callq	_glCompileShader
	xorl	%eax, %eax
	callq	_check
	cmpq	$0, 72(%rbx)
	je	LBB0_6
## %bb.5:
	movq	80(%rbx), %rdi
	callq	_showlog
LBB0_6:
	xorl	%eax, %eax
	callq	_glCreateProgram
	movq	%rax, 96(%rbx)
	movq	88(%rbx), %rsi
	movq	%rax, %rdi
	callq	_glAttachShader
	movq	96(%rbx), %rdi
	movq	144(%rbx), %rsi
	callq	_glAttachShader
	movq	96(%rbx), %rdi
	callq	_glLinkProgram
	xorl	%eax, %eax
	callq	_check
	cmpq	$0, 72(%rbx)
	je	LBB0_8
## %bb.7:
	movq	96(%rbx), %rdi
	callq	_showprogramlog
LBB0_8:
	movq	96(%rbx), %rdi
	leaq	L_.str.3(%rip), %rsi
	callq	_glGetAttribLocation
	movq	%rax, 8(%rbx)
	movq	96(%rbx), %rdi
	leaq	L_.str.4(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 136(%rbx)
	movq	96(%rbx), %rdi
	leaq	L_.str.5(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 128(%rbx)
	movq	96(%rbx), %rdi
	leaq	L_.str.6(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 120(%rbx)
	movq	96(%rbx), %rdi
	leaq	L_.str.7(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 112(%rbx)
	movq	96(%rbx), %rdi
	leaq	L_.str.8(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 104(%rbx)
	xorl	%eax, %eax
	callq	_glCreateProgram
	movq	%rax, 40(%rbx)
	movq	88(%rbx), %rsi
	movq	%rax, %rdi
	callq	_glAttachShader
	movq	40(%rbx), %rdi
	movq	80(%rbx), %rsi
	callq	_glAttachShader
	movq	40(%rbx), %rdi
	callq	_glLinkProgram
	xorl	%eax, %eax
	callq	_check
	cmpq	$0, 72(%rbx)
	je	LBB0_10
## %bb.9:
	movq	40(%rbx), %rdi
	callq	_showprogramlog
LBB0_10:
	movq	40(%rbx), %rdi
	leaq	L_.str.3(%rip), %rsi
	callq	_glGetAttribLocation
	movq	%rax, (%rbx)
	movq	40(%rbx), %rdi
	leaq	L_.str.5(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 64(%rbx)
	movq	40(%rbx), %rdi
	leaq	L_.str.6(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 56(%rbx)
	movq	40(%rbx), %rdi
	leaq	L_.str.8(%rip), %rsi
	callq	_glGetUniformLocation
	movq	%rax, 48(%rbx)
	xorl	%eax, %eax
	callq	_check
	movsd	LCPI0_0(%rip), %xmm1            ## xmm1 = mem[0],zero
	xorps	%xmm0, %xmm0
	movaps	%xmm1, %xmm2
	movaps	%xmm1, %xmm3
	callq	_glClearColor
	leaq	16(%rbx), %rsi
	movl	$1, %edi
	callq	_glGenBuffers
	xorl	%eax, %eax
	callq	_check
	leaq	28(%rbx), %rsi
	movl	$1, %edi
	callq	_glGenTextures
	xorl	%eax, %eax
	callq	_check
	movq	_GL_TEXTURE_2D@GOTPCREL(%rip), %r14
	movl	(%r14), %edi
	movl	28(%rbx), %esi
	callq	_glBindTexture
	xorl	%eax, %eax
	callq	_check
	movl	(%r14), %edi
	movq	_GL_RGB@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movl	20(%rbx), %r8d
	movl	24(%rbx), %ecx
	movq	_GL_UNSIGNED_SHORT_5_6_5@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	subq	$8, %rsp
	xorl	%esi, %esi
	xorl	%r9d, %r9d
	pushq	$0
	pushq	%rax
	pushq	%rdx
	callq	_glTexImage2D
	addq	$32, %rsp
	xorl	%eax, %eax
	callq	_check
	movl	(%r14), %edi
	movq	_GL_TEXTURE_MIN_FILTER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	_GL_NEAREST@GOTPCREL(%rip), %r15
	movl	(%r15), %edx
	callq	_glTexParameterf
	movl	(%r14), %edi
	movq	_GL_TEXTURE_MAG_FILTER@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r15), %edx
	callq	_glTexParameterf
	xorl	%eax, %eax
	callq	_check
	leaq	32(%rbx), %rsi
	movl	$1, %edi
	callq	_glGenFramebuffers
	xorl	%eax, %eax
	callq	_check
	movq	_GL_FRAMEBUFFER@GOTPCREL(%rip), %r15
	movl	(%r15), %edi
	movl	32(%rbx), %esi
	callq	_glBindFramebuffer
	xorl	%eax, %eax
	callq	_check
	movl	(%r15), %edi
	movq	_GL_COLOR_ATTACHMENT0@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movl	(%r14), %edx
	movl	28(%rbx), %ecx
	xorl	%r8d, %r8d
	callq	_glFramebufferTexture2D
	xorl	%eax, %eax
	callq	_check
	movl	(%r15), %edi
	xorl	%esi, %esi
	callq	_glBindFramebuffer
	xorl	%eax, %eax
	callq	_check
	movl	20(%rbx), %ecx
	movl	24(%rbx), %edx
	xorl	%edi, %edi
	xorl	%esi, %esi
	callq	_glViewport
	xorl	%eax, %eax
	callq	_check
	movq	_GL_ARRAY_BUFFER@GOTPCREL(%rip), %r14
	movl	(%r14), %edi
	movl	16(%rbx), %esi
	callq	_glBindBuffer
	movl	(%r14), %edi
	movq	_GL_STATIC_DRAW@GOTPCREL(%rip), %rax
	movl	(%rax), %ecx
	leaq	_init_shaders.vertex_data(%rip), %rdx
	movl	$128, %esi
	callq	_glBufferData
	movq	8(%rbx), %rdi
	movq	_GL_FLOAT@GOTPCREL(%rip), %r14
	movl	(%r14), %edx
	movl	$4, %esi
	xorl	%ecx, %ecx
	movl	$16, %r8d
	xorl	%r9d, %r9d
	callq	_glVertexAttribPointer
	movq	8(%rbx), %rdi
	callq	_glEnableVertexAttribArray
	movq	(%rbx), %rdi
	movl	(%r14), %edx
	movl	$4, %esi
	xorl	%ecx, %ecx
	movl	$16, %r8d
	xorl	%r9d, %r9d
	callq	_glVertexAttribPointer
	movq	(%rbx), %rdi
	callq	_glEnableVertexAttribArray
	xorl	%eax, %eax
	callq	_check
	addq	$24, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__const
	.p2align	4                               ## @init_shaders.vertex_data
_init_shaders.vertex_data:
	.quad	0xbff0000000000000              ## double -1
	.quad	0xbff0000000000000              ## double -1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0xbff0000000000000              ## double -1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0xbff0000000000000              ## double -1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1
	.quad	0x3ff0000000000000              ## double 1

	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"attribute vec4 vertex;varying vec2 tcoord;void main(void) { vec4 pos = vertex; gl_Position = pos; tcoord = vertex.xy*0.5+0.5;}"

L_.str.1:                               ## @.str.1
	.asciz	"uniform vec4 color;uniform vec2 scale;uniform vec2 centre;varying vec2 tcoord;void main(void) {  float intensity;  vec4 color2;  float cr=(gl_FragCoord.x-centre.x)*scale.x;  float ci=(gl_FragCoord.y-centre.y)*scale.y;  float ar=cr;  float ai=ci;  float tr,ti;  float col=0.0;  float p=0.0;  int i=0;  for(int i2=1;i2<16;i2++)  {    tr=ar*ar-ai*ai+cr;    ti=2.0*ar*ai+ci;    p=tr*tr+ti*ti;    ar=tr;    ai=ti;    if (p>16.0)    {      i=i2;      break;    }  }  color2 = vec4(float(i)*0.0625,0,0,1);  gl_FragColor = color2;}"

L_.str.2:                               ## @.str.2
	.asciz	"uniform vec4 color;uniform vec2 scale;uniform vec2 centre;uniform vec2 offset;varying vec2 tcoord;uniform sampler2D tex;void main(void) {  float intensity;  vec4 color2;  float ar=(gl_FragCoord.x-centre.x)*scale.x;  float ai=(gl_FragCoord.y-centre.y)*scale.y;  float cr=(offset.x-centre.x)*scale.x;  float ci=(offset.y-centre.y)*scale.y;  float tr,ti;  float col=0.0;  float p=0.0;  int i=0;  vec2 t2;  t2.x=tcoord.x+(offset.x-centre.x)*(0.5/centre.y);  t2.y=tcoord.y+(offset.y-centre.y)*(0.5/centre.x);  for(int i2=1;i2<16;i2++)  {    tr=ar*ar-ai*ai+cr;    ti=2.0*ar*ai+ci;    p=tr*tr+ti*ti;    ar=tr;    ai=ti;    if (p>16.0)    {      i=i2;      break;    }  }  color2 = vec4(0,float(i)*0.0625,0,1);  color2 = color2+texture2D(tex,t2);  gl_FragColor = color2;}"

	.comm	_GL_VERTEX_SHADER,4,2           ## @GL_VERTEX_SHADER
	.comm	_GL_FRAGMENT_SHADER,4,2         ## @GL_FRAGMENT_SHADER
L_.str.3:                               ## @.str.3
	.asciz	"vertex"

L_.str.4:                               ## @.str.4
	.asciz	"color"

L_.str.5:                               ## @.str.5
	.asciz	"scale"

L_.str.6:                               ## @.str.6
	.asciz	"offset"

L_.str.7:                               ## @.str.7
	.asciz	"tex"

L_.str.8:                               ## @.str.8
	.asciz	"centre"

	.comm	_GL_TEXTURE_2D,4,2              ## @GL_TEXTURE_2D
	.comm	_GL_RGB,4,2                     ## @GL_RGB
	.comm	_GL_UNSIGNED_SHORT_5_6_5,4,2    ## @GL_UNSIGNED_SHORT_5_6_5
	.comm	_GL_TEXTURE_MIN_FILTER,4,2      ## @GL_TEXTURE_MIN_FILTER
	.comm	_GL_NEAREST,4,2                 ## @GL_NEAREST
	.comm	_GL_TEXTURE_MAG_FILTER,4,2      ## @GL_TEXTURE_MAG_FILTER
	.comm	_GL_FRAMEBUFFER,4,2             ## @GL_FRAMEBUFFER
	.comm	_GL_COLOR_ATTACHMENT0,4,2       ## @GL_COLOR_ATTACHMENT0
	.comm	_GL_ARRAY_BUFFER,4,2            ## @GL_ARRAY_BUFFER
	.comm	_GL_STATIC_DRAW,4,2             ## @GL_STATIC_DRAW
	.comm	_GL_FLOAT,4,2                   ## @GL_FLOAT
	.no_dead_strip	_init_shaders
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function init_shaders
_init_shaders:                          ; @init_shaders
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x19, x0
Lloh0:
	adrp	x8, l_.str@PAGE
Lloh1:
	add	x9, x8, l_.str@PAGEOFF
Lloh2:
	adrp	x8, l_.str.1@PAGE
Lloh3:
	add	x8, x8, l_.str.1@PAGEOFF
	stp	x8, x9, [sp, #16]
Lloh4:
	adrp	x8, l_.str.2@PAGE
Lloh5:
	add	x8, x8, l_.str.2@PAGEOFF
	str	x8, [sp, #8]
Lloh6:
	adrp	x8, _GL_VERTEX_SHADER@GOTPAGE
Lloh7:
	ldr	x8, [x8, _GL_VERTEX_SHADER@GOTPAGEOFF]
Lloh8:
	ldr	w0, [x8]
	bl	_glCreateShader
	str	x0, [x19, #88]
	add	x2, sp, #24
	mov	w1, #1
	mov	w3, #0
	bl	_glShaderSource
	ldr	x0, [x19, #88]
	bl	_glCompileShader
	bl	_check
	ldr	x8, [x19, #72]
	cbz	x8, LBB0_2
; %bb.1:
	ldr	x0, [x19, #88]
	bl	_showlog
LBB0_2:
Lloh9:
	adrp	x20, _GL_FRAGMENT_SHADER@GOTPAGE
Lloh10:
	ldr	x20, [x20, _GL_FRAGMENT_SHADER@GOTPAGEOFF]
	ldr	w0, [x20]
	bl	_glCreateShader
	str	x0, [x19, #144]
	add	x2, sp, #8
	mov	w1, #1
	mov	w3, #0
	bl	_glShaderSource
	ldr	x0, [x19, #144]
	bl	_glCompileShader
	bl	_check
	ldr	x8, [x19, #72]
	cbz	x8, LBB0_4
; %bb.3:
	ldr	x0, [x19, #144]
	bl	_showlog
LBB0_4:
	ldr	w0, [x20]
	bl	_glCreateShader
	str	x0, [x19, #80]
	add	x2, sp, #16
	mov	w1, #1
	mov	w3, #0
	bl	_glShaderSource
	ldr	x0, [x19, #80]
	bl	_glCompileShader
	bl	_check
	ldr	x8, [x19, #72]
	cbz	x8, LBB0_6
; %bb.5:
	ldr	x0, [x19, #80]
	bl	_showlog
LBB0_6:
	bl	_glCreateProgram
	str	x0, [x19, #96]
	ldr	x1, [x19, #88]
	bl	_glAttachShader
	ldr	x0, [x19, #96]
	ldr	x1, [x19, #144]
	bl	_glAttachShader
	ldr	x0, [x19, #96]
	bl	_glLinkProgram
	bl	_check
	ldr	x8, [x19, #72]
	cbz	x8, LBB0_8
; %bb.7:
	ldr	x0, [x19, #96]
	bl	_showprogramlog
LBB0_8:
	ldr	x0, [x19, #96]
Lloh11:
	adrp	x1, l_.str.3@PAGE
Lloh12:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_glGetAttribLocation
	str	x0, [x19, #8]
	ldr	x0, [x19, #96]
Lloh13:
	adrp	x1, l_.str.4@PAGE
Lloh14:
	add	x1, x1, l_.str.4@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #136]
	ldr	x0, [x19, #96]
Lloh15:
	adrp	x1, l_.str.5@PAGE
Lloh16:
	add	x1, x1, l_.str.5@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #128]
	ldr	x0, [x19, #96]
Lloh17:
	adrp	x1, l_.str.6@PAGE
Lloh18:
	add	x1, x1, l_.str.6@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #120]
	ldr	x0, [x19, #96]
Lloh19:
	adrp	x1, l_.str.7@PAGE
Lloh20:
	add	x1, x1, l_.str.7@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #112]
	ldr	x0, [x19, #96]
Lloh21:
	adrp	x1, l_.str.8@PAGE
Lloh22:
	add	x1, x1, l_.str.8@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #104]
	bl	_glCreateProgram
	str	x0, [x19, #40]
	ldr	x1, [x19, #88]
	bl	_glAttachShader
	ldr	x0, [x19, #40]
	ldr	x1, [x19, #80]
	bl	_glAttachShader
	ldr	x0, [x19, #40]
	bl	_glLinkProgram
	bl	_check
	ldr	x8, [x19, #72]
	cbz	x8, LBB0_10
; %bb.9:
	ldr	x0, [x19, #40]
	bl	_showprogramlog
LBB0_10:
	ldr	x0, [x19, #40]
Lloh23:
	adrp	x1, l_.str.3@PAGE
Lloh24:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_glGetAttribLocation
	str	x0, [x19]
	ldr	x0, [x19, #40]
Lloh25:
	adrp	x1, l_.str.5@PAGE
Lloh26:
	add	x1, x1, l_.str.5@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #64]
	ldr	x0, [x19, #40]
Lloh27:
	adrp	x1, l_.str.6@PAGE
Lloh28:
	add	x1, x1, l_.str.6@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #56]
	ldr	x0, [x19, #40]
Lloh29:
	adrp	x1, l_.str.8@PAGE
Lloh30:
	add	x1, x1, l_.str.8@PAGEOFF
	bl	_glGetUniformLocation
	str	x0, [x19, #48]
	bl	_check
	movi	d0, #0000000000000000
	fmov	d1, #1.00000000
	fmov	d2, #1.00000000
	fmov	d3, #1.00000000
	bl	_glClearColor
	add	x1, x19, #16
	mov	w0, #1
	bl	_glGenBuffers
	bl	_check
	add	x1, x19, #28
	mov	w0, #1
	bl	_glGenTextures
	bl	_check
Lloh31:
	adrp	x20, _GL_TEXTURE_2D@GOTPAGE
Lloh32:
	ldr	x20, [x20, _GL_TEXTURE_2D@GOTPAGEOFF]
	ldr	w0, [x20]
	ldr	w1, [x19, #28]
	bl	_glBindTexture
	bl	_check
	ldr	w0, [x20]
Lloh33:
	adrp	x8, _GL_RGB@GOTPAGE
Lloh34:
	ldr	x8, [x8, _GL_RGB@GOTPAGEOFF]
Lloh35:
	ldr	w2, [x8]
	ldp	w4, w3, [x19, #20]
Lloh36:
	adrp	x8, _GL_UNSIGNED_SHORT_5_6_5@GOTPAGE
Lloh37:
	ldr	x8, [x8, _GL_UNSIGNED_SHORT_5_6_5@GOTPAGEOFF]
Lloh38:
	ldr	w7, [x8]
	str	wzr, [sp]
	mov	w1, #0
	mov	w5, #0
	mov	x6, x2
	bl	_glTexImage2D
	bl	_check
	ldr	w0, [x20]
Lloh39:
	adrp	x8, _GL_TEXTURE_MIN_FILTER@GOTPAGE
Lloh40:
	ldr	x8, [x8, _GL_TEXTURE_MIN_FILTER@GOTPAGEOFF]
Lloh41:
	ldr	w1, [x8]
Lloh42:
	adrp	x21, _GL_NEAREST@GOTPAGE
Lloh43:
	ldr	x21, [x21, _GL_NEAREST@GOTPAGEOFF]
	ldr	w2, [x21]
	bl	_glTexParameterf
	ldr	w0, [x20]
Lloh44:
	adrp	x8, _GL_TEXTURE_MAG_FILTER@GOTPAGE
Lloh45:
	ldr	x8, [x8, _GL_TEXTURE_MAG_FILTER@GOTPAGEOFF]
Lloh46:
	ldr	w1, [x8]
	ldr	w2, [x21]
	bl	_glTexParameterf
	bl	_check
	add	x1, x19, #32
	mov	w0, #1
	bl	_glGenFramebuffers
	bl	_check
Lloh47:
	adrp	x21, _GL_FRAMEBUFFER@GOTPAGE
Lloh48:
	ldr	x21, [x21, _GL_FRAMEBUFFER@GOTPAGEOFF]
	ldr	w0, [x21]
	ldr	w1, [x19, #32]
	bl	_glBindFramebuffer
	bl	_check
	ldr	w0, [x21]
Lloh49:
	adrp	x8, _GL_COLOR_ATTACHMENT0@GOTPAGE
Lloh50:
	ldr	x8, [x8, _GL_COLOR_ATTACHMENT0@GOTPAGEOFF]
Lloh51:
	ldr	w1, [x8]
	ldr	w2, [x20]
	ldr	w3, [x19, #28]
	mov	w4, #0
	bl	_glFramebufferTexture2D
	bl	_check
	ldr	w0, [x21]
	mov	w1, #0
	bl	_glBindFramebuffer
	bl	_check
	ldp	w3, w2, [x19, #20]
	mov	w0, #0
	mov	w1, #0
	bl	_glViewport
	bl	_check
Lloh52:
	adrp	x20, _GL_ARRAY_BUFFER@GOTPAGE
Lloh53:
	ldr	x20, [x20, _GL_ARRAY_BUFFER@GOTPAGEOFF]
	ldr	w0, [x20]
	ldr	w1, [x19, #16]
	bl	_glBindBuffer
	ldr	w0, [x20]
Lloh54:
	adrp	x8, _GL_STATIC_DRAW@GOTPAGE
Lloh55:
	ldr	x8, [x8, _GL_STATIC_DRAW@GOTPAGEOFF]
Lloh56:
	ldr	w3, [x8]
Lloh57:
	adrp	x2, _init_shaders.vertex_data@PAGE
Lloh58:
	add	x2, x2, _init_shaders.vertex_data@PAGEOFF
	mov	w1, #128
	bl	_glBufferData
	ldr	x0, [x19, #8]
Lloh59:
	adrp	x20, _GL_FLOAT@GOTPAGE
Lloh60:
	ldr	x20, [x20, _GL_FLOAT@GOTPAGEOFF]
	ldr	w2, [x20]
	mov	w1, #4
	mov	w3, #0
	mov	w4, #16
	mov	w5, #0
	bl	_glVertexAttribPointer
	ldr	x0, [x19, #8]
	bl	_glEnableVertexAttribArray
	ldr	x0, [x19]
	ldr	w2, [x20]
	mov	w1, #4
	mov	w3, #0
	mov	w4, #16
	mov	w5, #0
	bl	_glVertexAttribPointer
	ldr	x0, [x19]
	bl	_glEnableVertexAttribArray
	bl	_check
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdrp	Lloh0, Lloh2
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpLdrGot	Lloh59, Lloh60
	.loh AdrpAdd	Lloh57, Lloh58
	.loh AdrpLdrGotLdr	Lloh54, Lloh55, Lloh56
	.loh AdrpLdrGot	Lloh52, Lloh53
	.loh AdrpLdrGotLdr	Lloh49, Lloh50, Lloh51
	.loh AdrpLdrGot	Lloh47, Lloh48
	.loh AdrpLdrGotLdr	Lloh44, Lloh45, Lloh46
	.loh AdrpLdrGot	Lloh42, Lloh43
	.loh AdrpLdrGotLdr	Lloh39, Lloh40, Lloh41
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpLdrGotLdr	Lloh33, Lloh34, Lloh35
	.loh AdrpLdrGot	Lloh31, Lloh32
	.loh AdrpAdd	Lloh29, Lloh30
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpAdd	Lloh25, Lloh26
	.loh AdrpAdd	Lloh23, Lloh24
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__const
	.p2align	3                               ; @init_shaders.vertex_data
_init_shaders.vertex_data:
	.quad	0xbff0000000000000              ; double -1
	.quad	0xbff0000000000000              ; double -1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0xbff0000000000000              ; double -1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0xbff0000000000000              ; double -1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1
	.quad	0x3ff0000000000000              ; double 1

	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"attribute vec4 vertex;varying vec2 tcoord;void main(void) { vec4 pos = vertex; gl_Position = pos; tcoord = vertex.xy*0.5+0.5;}"

l_.str.1:                               ; @.str.1
	.asciz	"uniform vec4 color;uniform vec2 scale;uniform vec2 centre;varying vec2 tcoord;void main(void) {  float intensity;  vec4 color2;  float cr=(gl_FragCoord.x-centre.x)*scale.x;  float ci=(gl_FragCoord.y-centre.y)*scale.y;  float ar=cr;  float ai=ci;  float tr,ti;  float col=0.0;  float p=0.0;  int i=0;  for(int i2=1;i2<16;i2++)  {    tr=ar*ar-ai*ai+cr;    ti=2.0*ar*ai+ci;    p=tr*tr+ti*ti;    ar=tr;    ai=ti;    if (p>16.0)    {      i=i2;      break;    }  }  color2 = vec4(float(i)*0.0625,0,0,1);  gl_FragColor = color2;}"

l_.str.2:                               ; @.str.2
	.asciz	"uniform vec4 color;uniform vec2 scale;uniform vec2 centre;uniform vec2 offset;varying vec2 tcoord;uniform sampler2D tex;void main(void) {  float intensity;  vec4 color2;  float ar=(gl_FragCoord.x-centre.x)*scale.x;  float ai=(gl_FragCoord.y-centre.y)*scale.y;  float cr=(offset.x-centre.x)*scale.x;  float ci=(offset.y-centre.y)*scale.y;  float tr,ti;  float col=0.0;  float p=0.0;  int i=0;  vec2 t2;  t2.x=tcoord.x+(offset.x-centre.x)*(0.5/centre.y);  t2.y=tcoord.y+(offset.y-centre.y)*(0.5/centre.x);  for(int i2=1;i2<16;i2++)  {    tr=ar*ar-ai*ai+cr;    ti=2.0*ar*ai+ci;    p=tr*tr+ti*ti;    ar=tr;    ai=ti;    if (p>16.0)    {      i=i2;      break;    }  }  color2 = vec4(0,float(i)*0.0625,0,1);  color2 = color2+texture2D(tex,t2);  gl_FragColor = color2;}"

	.comm	_GL_VERTEX_SHADER,4,2           ; @GL_VERTEX_SHADER
	.comm	_GL_FRAGMENT_SHADER,4,2         ; @GL_FRAGMENT_SHADER
l_.str.3:                               ; @.str.3
	.asciz	"vertex"

l_.str.4:                               ; @.str.4
	.asciz	"color"

l_.str.5:                               ; @.str.5
	.asciz	"scale"

l_.str.6:                               ; @.str.6
	.asciz	"offset"

l_.str.7:                               ; @.str.7
	.asciz	"tex"

l_.str.8:                               ; @.str.8
	.asciz	"centre"

	.comm	_GL_TEXTURE_2D,4,2              ; @GL_TEXTURE_2D
	.comm	_GL_RGB,4,2                     ; @GL_RGB
	.comm	_GL_UNSIGNED_SHORT_5_6_5,4,2    ; @GL_UNSIGNED_SHORT_5_6_5
	.comm	_GL_TEXTURE_MIN_FILTER,4,2      ; @GL_TEXTURE_MIN_FILTER
	.comm	_GL_NEAREST,4,2                 ; @GL_NEAREST
	.comm	_GL_TEXTURE_MAG_FILTER,4,2      ; @GL_TEXTURE_MAG_FILTER
	.comm	_GL_FRAMEBUFFER,4,2             ; @GL_FRAMEBUFFER
	.comm	_GL_COLOR_ATTACHMENT0,4,2       ; @GL_COLOR_ATTACHMENT0
	.comm	_GL_ARRAY_BUFFER,4,2            ; @GL_ARRAY_BUFFER
	.comm	_GL_STATIC_DRAW,4,2             ; @GL_STATIC_DRAW
	.comm	_GL_FLOAT,4,2                   ; @GL_FLOAT
	.no_dead_strip	_init_shaders
.subsections_via_symbols
