	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function DrawSkySide
_DrawSkySide:                           ## @DrawSkySide
	.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	%rdx, %r14
	movq	%rsi, %r15
	callq	_GL_Bind
	movl	4(%r15), %eax
	cmpl	4(%r14), %eax
	jge	LBB0_8
## %bb.1:
	movq	_HALF_SKY_SUBDIVISIONS@GOTPCREL(%rip), %rcx
	addl	(%rcx), %eax
	movslq	%eax, %rbx
	movq	_GL_TRIANGLE_STRIP@GOTPCREL(%rip), %r13
	movq	%r15, -56(%rbp)                 ## 8-byte Spill
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_3:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	movq	%rbx, %r12
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	xorl	%eax, %eax
	callq	_qglEnd
	movslq	4(%r14), %rax
	movq	_HALF_SKY_SUBDIVISIONS@GOTPCREL(%rip), %rcx
	movslq	(%rcx), %rcx
	addq	%rax, %rcx
	cmpq	%rcx, %r12
	jge	LBB0_8
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_5 Depth 2
	movl	(%r13), %edi
	callq	_qglBegin
	movl	(%r15), %eax
	cmpl	(%r14), %eax
	jg	LBB0_3
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_HALF_SKY_SUBDIVISIONS@GOTPCREL(%rip), %r13
	addl	(%r13), %eax
	leaq	1(%rbx), %rcx
	movq	%rcx, -64(%rbp)                 ## 8-byte Spill
	movslq	%eax, %r15
	decq	%r15
	movq	_s_skyPoints@GOTPCREL(%rip), %r12
	movq	_s_skyTexCoords@GOTPCREL(%rip), %r14
	.p2align	4, 0x90
LBB0_5:                                 ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%r14), %rax
	movq	(%rax,%rbx,8), %rax
	movl	4(%rax,%r15,4), %edi
	callq	_qglTexCoord2fv
	movq	(%r12), %rax
	movq	(%rax,%rbx,8), %rax
	movl	4(%rax,%r15,4), %edi
	callq	_qglVertex3fv
	movq	(%r14), %rax
	movq	8(%rax,%rbx,8), %rax
	movl	4(%rax,%r15,4), %edi
	callq	_qglTexCoord2fv
	movq	(%r12), %rax
	movq	8(%rax,%rbx,8), %rax
	movl	4(%rax,%r15,4), %edi
	callq	_qglVertex3fv
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	movslq	(%rax), %rax
	movslq	(%r13), %rcx
	addq	%rax, %rcx
	incq	%r15
	cmpq	%rcx, %r15
	jl	LBB0_5
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movq	%rax, %rbx
	movq	-56(%rbp), %r15                 ## 8-byte Reload
	movq	-48(%rbp), %r14                 ## 8-byte Reload
	movq	_GL_TRIANGLE_STRIP@GOTPCREL(%rip), %r13
	movq	%rax, %r12
	jmp	LBB0_7
LBB0_8:
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_HALF_SKY_SUBDIVISIONS,4,2      ## @HALF_SKY_SUBDIVISIONS
	.comm	_GL_TRIANGLE_STRIP,4,2          ## @GL_TRIANGLE_STRIP
	.comm	_s_skyTexCoords,8,3             ## @s_skyTexCoords
	.comm	_s_skyPoints,8,3                ## @s_skyPoints
	.no_dead_strip	_DrawSkySide
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function DrawSkySide
_DrawSkySide:                           ; @DrawSkySide
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	stp	x28, x27, [sp, #16]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #32]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #48]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #64]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #80]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #96]             ; 16-byte Folded Spill
	add	x29, sp, #96
	.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
	mov	x19, x2
	mov	x22, x1
	bl	_GL_Bind
	ldr	w8, [x22, #4]
	ldr	w9, [x19, #4]
	cmp	w8, w9
	b.ge	LBB0_8
; %bb.1:
Lloh0:
	adrp	x21, _HALF_SKY_SUBDIVISIONS@GOTPAGE
Lloh1:
	ldr	x21, [x21, _HALF_SKY_SUBDIVISIONS@GOTPAGEOFF]
	ldr	w9, [x21]
	add	w8, w9, w8
	sxtw	x25, w8
Lloh2:
	adrp	x20, _GL_TRIANGLE_STRIP@GOTPAGE
Lloh3:
	ldr	x20, [x20, _GL_TRIANGLE_STRIP@GOTPAGEOFF]
Lloh4:
	adrp	x23, _s_skyTexCoords@GOTPAGE
Lloh5:
	ldr	x23, [x23, _s_skyTexCoords@GOTPAGEOFF]
Lloh6:
	adrp	x24, _s_skyPoints@GOTPAGE
Lloh7:
	ldr	x24, [x24, _s_skyPoints@GOTPAGEOFF]
	str	x22, [sp, #8]                   ; 8-byte Folded Spill
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x26, x25, #1
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	bl	_qglEnd
	ldrsw	x8, [x19, #4]
	ldrsw	x9, [x21]
	add	x8, x9, x8
	cmp	x26, x8
	mov	x25, x26
	b.ge	LBB0_8
LBB0_4:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_6 Depth 2
	ldr	w0, [x20]
	bl	_qglBegin
	ldr	w8, [x22]
	ldr	w9, [x19]
	cmp	w8, w9
	b.gt	LBB0_2
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w9, [x21]
	add	w8, w9, w8
	add	x26, x25, #1
	sxtw	x27, w8
LBB0_6:                                 ;   Parent Loop BB0_4 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x8, [x23]
	lsl	x28, x25, #3
	ldr	x8, [x8, x28]
	lsl	x22, x27, #2
	ldr	w0, [x8, x22]
	bl	_qglTexCoord2fv
	ldr	x8, [x24]
	ldr	x8, [x8, x28]
	ldr	w0, [x8, x22]
	bl	_qglVertex3fv
	ldr	x8, [x23]
	lsl	x28, x26, #3
	ldr	x8, [x8, x28]
	ldr	w0, [x8, x22]
	bl	_qglTexCoord2fv
	ldr	x8, [x24]
	ldr	x8, [x8, x28]
	ldr	w0, [x8, x22]
	bl	_qglVertex3fv
	ldrsw	x8, [x19]
	ldrsw	x9, [x21]
	add	x8, x9, x8
	cmp	x27, x8
	add	x27, x27, #1
	b.lt	LBB0_6
; %bb.7:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x22, [sp, #8]                   ; 8-byte Folded Reload
	b	LBB0_3
LBB0_8:
	ldp	x29, x30, [sp, #96]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #80]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #64]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #32]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #112
	ret
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGot	Lloh4, Lloh5
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGot	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.comm	_HALF_SKY_SUBDIVISIONS,4,2      ; @HALF_SKY_SUBDIVISIONS
	.comm	_GL_TRIANGLE_STRIP,4,2          ; @GL_TRIANGLE_STRIP
	.comm	_s_skyTexCoords,8,3             ; @s_skyTexCoords
	.comm	_s_skyPoints,8,3                ; @s_skyPoints
	.no_dead_strip	_DrawSkySide
.subsections_via_symbols
