	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function ComputeVertexAttribs
_ComputeVertexAttribs:                  ## @ComputeVertexAttribs
	.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
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_ATTR_POSITION@GOTPCREL(%rip), %rax
	movq	_ATTR_NORMAL@GOTPCREL(%rip), %rcx
	movl	(%rcx), %r12d
	movl	(%rax), %eax
	orl	%r12d, %eax
	movq	_shader@GOTPCREL(%rip), %rcx
	movl	%eax, (%rcx)
	cmpq	$0, 16(%rcx)
	je	LBB0_2
## %bb.1:
	movq	_ATTR_TEXCOORD@GOTPCREL(%rip), %rdx
	orl	(%rdx), %eax
	movl	%eax, (%rcx)
LBB0_60:
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_2:
	movl	4(%rcx), %r10d
	testl	%r10d, %r10d
	jle	LBB0_32
## %bb.3:
	movq	8(%rcx), %rsi
	movq	_ATTR_COLOR@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r8d
	orl	%r12d, %r8d
	movq	_ATTR_TEXCOORD@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r9d
	orl	%r12d, %r9d
	cmpl	$1, %r10d
	jne	LBB0_5
## %bb.4:
	xorl	%edi, %edi
LBB0_23:
	testb	$1, %r10b
	je	LBB0_32
## %bb.24:
	movl	(%rsi,%rdi,4), %edx
	leal	-133(%rdx), %esi
	cmpl	$9, %esi
	jae	LBB0_25
LBB0_28:
	orl	%r12d, %eax
LBB0_31:
	movl	%eax, (%rcx)
LBB0_32:
	movq	_MAX_SHADER_STAGES@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movq	%rdx, -96(%rbp)                 ## 8-byte Spill
	testl	%edx, %edx
	jle	LBB0_60
## %bb.33:
	movq	_stages@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdi
	movq	_tr@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movq	%rdx, -88(%rbp)                 ## 8-byte Spill
	movq	_LIGHTDEF_LIGHTTYPE_MASK@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movl	%edx, -52(%rbp)                 ## 4-byte Spill
	movq	_r_normalMapping@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movq	_r_specularMapping@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	movq	%rdx, -64(%rbp)                 ## 8-byte Spill
	movq	_ATTR_TANGENT@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movl	%edx, -48(%rbp)                 ## 4-byte Spill
	movq	_ATTR_LIGHTDIRECTION@GOTPCREL(%rip), %rdx
	movl	(%rdx), %edx
	movl	%edx, -44(%rbp)                 ## 4-byte Spill
	movq	_NUM_TEXTURE_BUNDLES@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r13d
	movq	_ATTR_LIGHTCOORD@GOTPCREL(%rip), %rdx
	movl	(%rdx), %esi
	movq	_ATTR_TEXCOORD@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r14d
	movq	_ATTR_COLOR@GOTPCREL(%rip), %rdx
	movl	(%rdx), %r11d
	movq	%r13, -80(%rbp)                 ## 8-byte Spill
	shlq	$4, %r13
	xorl	%r15d, %r15d
	jmp	LBB0_34
	.p2align	4, 0x90
LBB0_57:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	%r11d, %ebx
LBB0_58:                                ##   in Loop: Header=BB0_34 Depth=1
	orl	%ebx, %eax
	movl	%eax, (%rcx)
LBB0_59:                                ##   in Loop: Header=BB0_34 Depth=1
	incq	%r15
	cmpq	-96(%rbp), %r15                 ## 8-byte Folded Reload
	je	LBB0_60
LBB0_34:                                ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_44 Depth 2
	leaq	(%r15,%r15,4), %r9
	cmpl	$0, 32(%rdi,%r9,8)
	je	LBB0_60
## %bb.35:                              ##   in Loop: Header=BB0_34 Depth=1
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	cmpq	%rdx, (%rdi,%r9,8)
	jne	LBB0_42
## %bb.36:                              ##   in Loop: Header=BB0_34 Depth=1
	orl	%r12d, %eax
	movl	%eax, (%rcx)
	movl	8(%rdi,%r9,8), %edx
	andl	-52(%rbp), %edx                 ## 4-byte Folded Reload
	je	LBB0_42
## %bb.37:                              ##   in Loop: Header=BB0_34 Depth=1
	movq	-72(%rbp), %rbx                 ## 8-byte Reload
	cmpq	$0, (%rbx)
	jne	LBB0_39
## %bb.38:                              ##   in Loop: Header=BB0_34 Depth=1
	movq	-64(%rbp), %rbx                 ## 8-byte Reload
	cmpq	$0, (%rbx)
	je	LBB0_40
LBB0_39:                                ##   in Loop: Header=BB0_34 Depth=1
	orl	-48(%rbp), %eax                 ## 4-byte Folded Reload
	movl	%eax, (%rcx)
LBB0_40:                                ##   in Loop: Header=BB0_34 Depth=1
	addl	$-131, %edx
	cmpl	$1, %edx
	ja	LBB0_42
## %bb.41:                              ##   in Loop: Header=BB0_34 Depth=1
	orl	-44(%rbp), %eax                 ## 4-byte Folded Reload
	movl	%eax, (%rcx)
	.p2align	4, 0x90
LBB0_42:                                ##   in Loop: Header=BB0_34 Depth=1
	cmpl	$0, -80(%rbp)                   ## 4-byte Folded Reload
	jle	LBB0_51
## %bb.43:                              ##   in Loop: Header=BB0_34 Depth=1
	movq	24(%rdi,%r9,8), %r10
	xorl	%r8d, %r8d
	jmp	LBB0_44
LBB0_48:                                ##   in Loop: Header=BB0_44 Depth=2
	movl	%r12d, %ebx
LBB0_49:                                ##   in Loop: Header=BB0_44 Depth=2
	orl	%ebx, %eax
	movl	%eax, (%rcx)
LBB0_50:                                ##   in Loop: Header=BB0_44 Depth=2
	addq	$16, %r8
	cmpq	%r8, %r13
	je	LBB0_51
LBB0_44:                                ##   Parent Loop BB0_34 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	(%r10,%r8), %rdx
	cmpq	$0, (%rdx)
	je	LBB0_50
## %bb.45:                              ##   in Loop: Header=BB0_44 Depth=2
	movl	8(%r10,%r8), %edx
	movl	%r14d, %ebx
	cmpl	$128, %edx
	je	LBB0_49
## %bb.46:                              ##   in Loop: Header=BB0_44 Depth=2
	cmpl	$130, %edx
	je	LBB0_48
## %bb.47:                              ##   in Loop: Header=BB0_44 Depth=2
	movl	%esi, %ebx
	cmpl	$129, %edx
	je	LBB0_49
	jmp	LBB0_50
	.p2align	4, 0x90
LBB0_51:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	12(%rdi,%r9,8), %edx
	movl	$-149, %ebx
	addl	%ebx, %edx
	cmpl	$5, %edx
	ja	LBB0_55
## %bb.52:                              ##   in Loop: Header=BB0_34 Depth=1
	movl	%r11d, %ebx
	cmpl	$3, %edx
	je	LBB0_53
LBB0_54:                                ##   in Loop: Header=BB0_34 Depth=1
	orl	%ebx, %eax
	movl	%eax, (%rcx)
LBB0_55:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	16(%rdi,%r9,8), %edx
	leal	-155(%rdx), %ebx
	cmpl	$2, %ebx
	jb	LBB0_57
## %bb.56:                              ##   in Loop: Header=BB0_34 Depth=1
	movl	%r12d, %ebx
	cmpl	$157, %edx
	je	LBB0_58
	jmp	LBB0_59
LBB0_53:                                ##   in Loop: Header=BB0_34 Depth=1
	movl	%r12d, %ebx
	jmp	LBB0_54
LBB0_5:
	movl	%r10d, %r11d
	andl	$-2, %r11d
	xorl	%edi, %edi
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movl	(%rsi,%rdi,4), %edx
	leal	-133(%rdx), %ebx
	cmpl	$9, %ebx
	jae	LBB0_7
LBB0_12:                                ##   in Loop: Header=BB0_6 Depth=1
	orl	%r12d, %eax
LBB0_13:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	%eax, (%rcx)
LBB0_14:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	4(%rsi,%rdi,4), %edx
	leal	-133(%rdx), %ebx
	cmpl	$9, %ebx
	jae	LBB0_15
LBB0_18:                                ##   in Loop: Header=BB0_6 Depth=1
	orl	%r12d, %eax
LBB0_21:                                ##   in Loop: Header=BB0_6 Depth=1
	movl	%eax, (%rcx)
LBB0_22:                                ##   in Loop: Header=BB0_6 Depth=1
	addq	$2, %rdi
	cmpq	%rdi, %r11
	jne	LBB0_6
	jmp	LBB0_23
	.p2align	4, 0x90
LBB0_7:                                 ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$143, %edx
	je	LBB0_12
## %bb.8:                               ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$148, %edx
	je	LBB0_11
## %bb.9:                               ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$146, %edx
	jne	LBB0_14
## %bb.10:                              ##   in Loop: Header=BB0_6 Depth=1
	orl	%r9d, %eax
	jmp	LBB0_13
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$148, %edx
	je	LBB0_19
## %bb.16:                              ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$146, %edx
	je	LBB0_20
## %bb.17:                              ##   in Loop: Header=BB0_6 Depth=1
	cmpl	$143, %edx
	je	LBB0_18
	jmp	LBB0_22
LBB0_19:                                ##   in Loop: Header=BB0_6 Depth=1
	orl	%r8d, %eax
	jmp	LBB0_21
LBB0_11:                                ##   in Loop: Header=BB0_6 Depth=1
	orl	%r8d, %eax
	jmp	LBB0_13
LBB0_20:                                ##   in Loop: Header=BB0_6 Depth=1
	orl	%r9d, %eax
	jmp	LBB0_21
LBB0_25:
	cmpl	$148, %edx
	je	LBB0_29
## %bb.26:
	cmpl	$146, %edx
	je	LBB0_30
## %bb.27:
	cmpl	$143, %edx
	je	LBB0_28
	jmp	LBB0_32
LBB0_29:
	orl	%r8d, %eax
	jmp	LBB0_31
LBB0_30:
	orl	%r9d, %eax
	jmp	LBB0_31
	.cfi_endproc
                                        ## -- End function
	.comm	_ATTR_POSITION,4,2              ## @ATTR_POSITION
	.comm	_ATTR_NORMAL,4,2                ## @ATTR_NORMAL
	.comm	_shader,32,3                    ## @shader
	.comm	_ATTR_TEXCOORD,4,2              ## @ATTR_TEXCOORD
	.comm	_ATTR_COLOR,4,2                 ## @ATTR_COLOR
	.comm	_MAX_SHADER_STAGES,4,2          ## @MAX_SHADER_STAGES
	.comm	_stages,8,3                     ## @stages
	.comm	_tr,8,3                         ## @tr
	.comm	_LIGHTDEF_LIGHTTYPE_MASK,4,2    ## @LIGHTDEF_LIGHTTYPE_MASK
	.comm	_r_normalMapping,8,3            ## @r_normalMapping
	.comm	_r_specularMapping,8,3          ## @r_specularMapping
	.comm	_ATTR_TANGENT,4,2               ## @ATTR_TANGENT
	.comm	_ATTR_LIGHTDIRECTION,4,2        ## @ATTR_LIGHTDIRECTION
	.comm	_NUM_TEXTURE_BUNDLES,4,2        ## @NUM_TEXTURE_BUNDLES
	.comm	_ATTR_LIGHTCOORD,4,2            ## @ATTR_LIGHTCOORD
	.no_dead_strip	_ComputeVertexAttribs
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function ComputeVertexAttribs
_ComputeVertexAttribs:                  ; @ComputeVertexAttribs
	.cfi_startproc
; %bb.0:
	stp	x22, x21, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	.cfi_offset w19, -8
	.cfi_offset w20, -16
	.cfi_offset w21, -24
	.cfi_offset w22, -32
Lloh0:
	adrp	x8, _ATTR_POSITION@GOTPAGE
Lloh1:
	ldr	x8, [x8, _ATTR_POSITION@GOTPAGEOFF]
Lloh2:
	ldr	w8, [x8]
Lloh3:
	adrp	x9, _ATTR_NORMAL@GOTPAGE
Lloh4:
	ldr	x9, [x9, _ATTR_NORMAL@GOTPAGEOFF]
Lloh5:
	ldr	w10, [x9]
	orr	w9, w10, w8
Lloh6:
	adrp	x8, _shader@GOTPAGE
Lloh7:
	ldr	x8, [x8, _shader@GOTPAGEOFF]
	str	w9, [x8]
	ldr	x11, [x8, #16]
	cbz	x11, LBB0_3
; %bb.1:
Lloh8:
	adrp	x10, _ATTR_TEXCOORD@GOTPAGE
Lloh9:
	ldr	x10, [x10, _ATTR_TEXCOORD@GOTPAGEOFF]
Lloh10:
	ldr	w10, [x10]
	orr	w9, w9, w10
	str	w9, [x8]
LBB0_2:
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp], #32             ; 16-byte Folded Reload
	ret
LBB0_3:
	ldr	w11, [x8, #4]
Lloh11:
	adrp	x6, _ATTR_COLOR@GOTPAGE
Lloh12:
	ldr	x6, [x6, _ATTR_COLOR@GOTPAGEOFF]
	cmp	w11, #1
	b.lt	LBB0_14
; %bb.4:
	ldr	x12, [x8, #8]
	ldr	w13, [x6]
	orr	w13, w13, w10
Lloh13:
	adrp	x14, _ATTR_TEXCOORD@GOTPAGE
Lloh14:
	ldr	x14, [x14, _ATTR_TEXCOORD@GOTPAGEOFF]
Lloh15:
	ldr	w14, [x14]
	orr	w14, w14, w10
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	w15, [x12]
	sub	w16, w15, #133
	cmp	w16, #9
	b.hs	LBB0_9
LBB0_6:                                 ;   in Loop: Header=BB0_5 Depth=1
	orr	w9, w9, w10
LBB0_7:                                 ;   in Loop: Header=BB0_5 Depth=1
	str	w9, [x8]
LBB0_8:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x12, x12, #4
	subs	x11, x11, #1
	b.ne	LBB0_5
	b	LBB0_14
LBB0_9:                                 ;   in Loop: Header=BB0_5 Depth=1
	cmp	w15, #143
	b.eq	LBB0_6
; %bb.10:                               ;   in Loop: Header=BB0_5 Depth=1
	cmp	w15, #148
	b.eq	LBB0_13
; %bb.11:                               ;   in Loop: Header=BB0_5 Depth=1
	cmp	w15, #146
	b.ne	LBB0_8
; %bb.12:                               ;   in Loop: Header=BB0_5 Depth=1
	orr	w9, w14, w9
	b	LBB0_7
LBB0_13:                                ;   in Loop: Header=BB0_5 Depth=1
	orr	w9, w13, w9
	b	LBB0_7
LBB0_14:
Lloh16:
	adrp	x11, _MAX_SHADER_STAGES@GOTPAGE
Lloh17:
	ldr	x11, [x11, _MAX_SHADER_STAGES@GOTPAGEOFF]
Lloh18:
	ldr	w11, [x11]
	cmp	w11, #1
	b.lt	LBB0_2
; %bb.15:
	mov	x12, #0
Lloh19:
	adrp	x13, _stages@GOTPAGE
Lloh20:
	ldr	x13, [x13, _stages@GOTPAGEOFF]
Lloh21:
	ldr	x13, [x13]
Lloh22:
	adrp	x14, _tr@GOTPAGE
Lloh23:
	ldr	x14, [x14, _tr@GOTPAGEOFF]
Lloh24:
	ldr	x14, [x14]
Lloh25:
	adrp	x15, _LIGHTDEF_LIGHTTYPE_MASK@GOTPAGE
Lloh26:
	ldr	x15, [x15, _LIGHTDEF_LIGHTTYPE_MASK@GOTPAGEOFF]
Lloh27:
	ldr	w15, [x15]
Lloh28:
	adrp	x16, _r_normalMapping@GOTPAGE
Lloh29:
	ldr	x16, [x16, _r_normalMapping@GOTPAGEOFF]
Lloh30:
	ldr	x16, [x16]
Lloh31:
	adrp	x17, _r_specularMapping@GOTPAGE
Lloh32:
	ldr	x17, [x17, _r_specularMapping@GOTPAGEOFF]
Lloh33:
	ldr	x17, [x17]
Lloh34:
	adrp	x0, _ATTR_TANGENT@GOTPAGE
Lloh35:
	ldr	x0, [x0, _ATTR_TANGENT@GOTPAGEOFF]
Lloh36:
	ldr	w0, [x0]
Lloh37:
	adrp	x1, _ATTR_LIGHTDIRECTION@GOTPAGE
Lloh38:
	ldr	x1, [x1, _ATTR_LIGHTDIRECTION@GOTPAGEOFF]
Lloh39:
	ldr	w1, [x1]
Lloh40:
	adrp	x2, _NUM_TEXTURE_BUNDLES@GOTPAGE
Lloh41:
	ldr	x2, [x2, _NUM_TEXTURE_BUNDLES@GOTPAGEOFF]
Lloh42:
	ldr	w2, [x2]
Lloh43:
	adrp	x3, _ATTR_LIGHTCOORD@GOTPAGE
Lloh44:
	ldr	x3, [x3, _ATTR_LIGHTCOORD@GOTPAGEOFF]
Lloh45:
	ldr	w3, [x3]
Lloh46:
	adrp	x4, _ATTR_TEXCOORD@GOTPAGE
Lloh47:
	ldr	x4, [x4, _ATTR_TEXCOORD@GOTPAGEOFF]
Lloh48:
	ldr	w4, [x4]
	mov	w5, #40
	ldr	w6, [x6]
	b	LBB0_19
LBB0_16:                                ;   in Loop: Header=BB0_19 Depth=1
	mov	x19, x6
LBB0_17:                                ;   in Loop: Header=BB0_19 Depth=1
	orr	w9, w9, w19
	str	w9, [x8]
LBB0_18:                                ;   in Loop: Header=BB0_19 Depth=1
	add	x12, x12, #1
	cmp	x12, x11
	b.eq	LBB0_2
LBB0_19:                                ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_32 Depth 2
	madd	x7, x12, x5, x13
	ldr	w7, [x7, #32]
	cbz	w7, LBB0_2
; %bb.20:                               ;   in Loop: Header=BB0_19 Depth=1
	mul	x7, x12, x5
	ldr	x7, [x13, x7]
	cmp	x7, x14
	b.ne	LBB0_27
; %bb.21:                               ;   in Loop: Header=BB0_19 Depth=1
	orr	w9, w9, w10
	str	w9, [x8]
	madd	x7, x12, x5, x13
	ldr	w7, [x7, #8]
	ands	w7, w15, w7
	b.eq	LBB0_27
; %bb.22:                               ;   in Loop: Header=BB0_19 Depth=1
	ldr	x19, [x16]
	cbnz	x19, LBB0_24
; %bb.23:                               ;   in Loop: Header=BB0_19 Depth=1
	ldr	x19, [x17]
	cbz	x19, LBB0_25
LBB0_24:                                ;   in Loop: Header=BB0_19 Depth=1
	orr	w9, w0, w9
	str	w9, [x8]
LBB0_25:                                ;   in Loop: Header=BB0_19 Depth=1
	sub	w7, w7, #131
	cmp	w7, #1
	b.hi	LBB0_27
; %bb.26:                               ;   in Loop: Header=BB0_19 Depth=1
	orr	w9, w9, w1
	str	w9, [x8]
LBB0_27:                                ;   in Loop: Header=BB0_19 Depth=1
	cmp	w2, #1
	b.lt	LBB0_36
; %bb.28:                               ;   in Loop: Header=BB0_19 Depth=1
	madd	x7, x12, x5, x13
	ldr	x7, [x7, #24]
	add	x7, x7, #8
	mov	x19, x2
	b	LBB0_32
LBB0_29:                                ;   in Loop: Header=BB0_32 Depth=2
	mov	x21, x10
LBB0_30:                                ;   in Loop: Header=BB0_32 Depth=2
	orr	w9, w9, w21
	str	w9, [x8]
LBB0_31:                                ;   in Loop: Header=BB0_32 Depth=2
	add	x7, x7, #16
	subs	x19, x19, #1
	b.eq	LBB0_36
LBB0_32:                                ;   Parent Loop BB0_19 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldur	x20, [x7, #-8]
	ldr	x20, [x20]
	cbz	x20, LBB0_31
; %bb.33:                               ;   in Loop: Header=BB0_32 Depth=2
	ldr	w20, [x7]
	mov	x21, x4
	cmp	w20, #128
	b.eq	LBB0_30
; %bb.34:                               ;   in Loop: Header=BB0_32 Depth=2
	cmp	w20, #130
	b.eq	LBB0_29
; %bb.35:                               ;   in Loop: Header=BB0_32 Depth=2
	mov	x21, x3
	cmp	w20, #129
	b.eq	LBB0_30
	b	LBB0_31
LBB0_36:                                ;   in Loop: Header=BB0_19 Depth=1
	madd	x7, x12, x5, x13
	ldr	w7, [x7, #12]
	sub	w19, w7, #149
	cmp	w19, #5
	b.hi	LBB0_39
; %bb.37:                               ;   in Loop: Header=BB0_19 Depth=1
	mov	x7, x6
	cmp	w19, #3
	b.eq	LBB0_41
LBB0_38:                                ;   in Loop: Header=BB0_19 Depth=1
	orr	w9, w9, w7
	str	w9, [x8]
LBB0_39:                                ;   in Loop: Header=BB0_19 Depth=1
	madd	x7, x12, x5, x13
	ldr	w7, [x7, #16]
	sub	w19, w7, #155
	cmp	w19, #2
	b.lo	LBB0_16
; %bb.40:                               ;   in Loop: Header=BB0_19 Depth=1
	mov	x19, x10
	cmp	w7, #157
	b.eq	LBB0_17
	b	LBB0_18
LBB0_41:                                ;   in Loop: Header=BB0_19 Depth=1
	mov	x7, x10
	b	LBB0_38
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh13, Lloh14, Lloh15
	.loh AdrpLdrGotLdr	Lloh16, Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh46, Lloh47, Lloh48
	.loh AdrpLdrGotLdr	Lloh43, Lloh44, Lloh45
	.loh AdrpLdrGotLdr	Lloh40, Lloh41, Lloh42
	.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
	.cfi_endproc
                                        ; -- End function
	.comm	_ATTR_POSITION,4,2              ; @ATTR_POSITION
	.comm	_ATTR_NORMAL,4,2                ; @ATTR_NORMAL
	.comm	_shader,32,3                    ; @shader
	.comm	_ATTR_TEXCOORD,4,2              ; @ATTR_TEXCOORD
	.comm	_ATTR_COLOR,4,2                 ; @ATTR_COLOR
	.comm	_MAX_SHADER_STAGES,4,2          ; @MAX_SHADER_STAGES
	.comm	_stages,8,3                     ; @stages
	.comm	_tr,8,3                         ; @tr
	.comm	_LIGHTDEF_LIGHTTYPE_MASK,4,2    ; @LIGHTDEF_LIGHTTYPE_MASK
	.comm	_r_normalMapping,8,3            ; @r_normalMapping
	.comm	_r_specularMapping,8,3          ; @r_specularMapping
	.comm	_ATTR_TANGENT,4,2               ; @ATTR_TANGENT
	.comm	_ATTR_LIGHTDIRECTION,4,2        ; @ATTR_LIGHTDIRECTION
	.comm	_NUM_TEXTURE_BUNDLES,4,2        ; @NUM_TEXTURE_BUNDLES
	.comm	_ATTR_LIGHTCOORD,4,2            ; @ATTR_LIGHTCOORD
	.no_dead_strip	_ComputeVertexAttribs
.subsections_via_symbols
