	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function tessellate_floor
LCPI0_0:
	.long	0x3dcccccd                      ## float 0.100000001
LCPI0_1:
	.long	0x3f000000                      ## float 0.5
LCPI0_2:
	.long	0x41f00000                      ## float 30
LCPI0_3:
	.long	0x42a00000                      ## float 80
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_tessellate_floor:                      ## @tessellate_floor
	.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	$40, %rsp
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movss	%xmm3, -40(%rbp)                ## 4-byte Spill
	cmpl	$4, %edi
	movss	%xmm2, -36(%rbp)                ## 4-byte Spill
	jle	LBB0_2
## %bb.1:
	movaps	%xmm0, %xmm3
	movaps	%xmm1, %xmm4
	jmp	LBB0_10
LBB0_2:
	movl	%edi, %ebx
	incl	%ebx
	.p2align	4, 0x90
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movss	%xmm0, -48(%rbp)                ## 4-byte Spill
	movss	%xmm1, -44(%rbp)                ## 4-byte Spill
	callq	_fabs
	movq	%rax, %r14
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_fabs
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	cmpq	%rax, %r14
	jl	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
LBB0_5:                                 ##   in Loop: Header=BB0_3 Depth=1
	callq	_fabs
	movq	%rax, %r14
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_fabs
	movq	%rax, %r15
	movss	-40(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_fabs
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	cmpq	%rax, %r15
	jl	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_3 Depth=1
	movss	-40(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
LBB0_7:                                 ##   in Loop: Header=BB0_3 Depth=1
	xorps	%xmm1, %xmm1
	cvtsi2ss	%r14, %xmm1
	movss	%xmm1, -32(%rbp)                ## 4-byte Spill
	callq	_fabs
	xorps	%xmm0, %xmm0
	cvtsi2ss	%rax, %xmm0
	mulss	%xmm0, %xmm0
	movss	-32(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	mulss	%xmm1, %xmm1
	addss	%xmm0, %xmm1
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	ucomiss	%xmm1, %xmm0
	jbe	LBB0_8
## %bb.9:                               ##   in Loop: Header=BB0_3 Depth=1
	movss	-48(%rbp), %xmm4                ## 4-byte Reload
                                        ## xmm4 = mem[0],zero,zero,zero
	movaps	%xmm4, %xmm1
	addss	-36(%rbp), %xmm1                ## 4-byte Folded Reload
	movss	LCPI0_1(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	mulss	%xmm0, %xmm1
	movaps	%xmm1, %xmm2
	movss	%xmm1, -32(%rbp)                ## 4-byte Spill
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movaps	%xmm1, %xmm3
	addss	-40(%rbp), %xmm3                ## 4-byte Folded Reload
	mulss	%xmm0, %xmm3
	movss	%xmm3, -28(%rbp)                ## 4-byte Spill
	movaps	%xmm4, %xmm0
	movl	%ebx, %edi
	callq	_tessellate_floor
	movss	-32(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-44(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movss	-36(%rbp), %xmm2                ## 4-byte Reload
                                        ## xmm2 = mem[0],zero,zero,zero
	movss	-28(%rbp), %xmm3                ## 4-byte Reload
                                        ## xmm3 = mem[0],zero,zero,zero
	movl	%ebx, %edi
	callq	_tessellate_floor
	movss	-48(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-28(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	movss	-32(%rbp), %xmm2                ## 4-byte Reload
                                        ## xmm2 = mem[0],zero,zero,zero
	movss	-40(%rbp), %xmm3                ## 4-byte Reload
                                        ## xmm3 = mem[0],zero,zero,zero
	movl	%ebx, %edi
	callq	_tessellate_floor
	movss	-28(%rbp), %xmm4                ## 4-byte Reload
                                        ## xmm4 = mem[0],zero,zero,zero
	movss	-32(%rbp), %xmm3                ## 4-byte Reload
                                        ## xmm3 = mem[0],zero,zero,zero
	incl	%ebx
	movaps	%xmm4, %xmm1
	movaps	%xmm3, %xmm0
	cmpl	$6, %ebx
	jne	LBB0_3
	jmp	LBB0_10
LBB0_8:
	movss	-48(%rbp), %xmm3                ## 4-byte Reload
                                        ## xmm3 = mem[0],zero,zero,zero
	movss	-44(%rbp), %xmm4                ## 4-byte Reload
                                        ## xmm4 = mem[0],zero,zero,zero
LBB0_10:
	movss	%xmm4, -28(%rbp)                ## 4-byte Spill
	movss	%xmm3, -32(%rbp)                ## 4-byte Spill
	movss	LCPI0_2(%rip), %xmm2            ## xmm2 = mem[0],zero,zero,zero
	movaps	%xmm3, %xmm0
	mulss	%xmm2, %xmm0
	movss	%xmm0, -44(%rbp)                ## 4-byte Spill
	movaps	%xmm4, %xmm1
	mulss	%xmm2, %xmm1
	movss	%xmm1, -48(%rbp)                ## 4-byte Spill
	callq	_glTexCoord2f
	movss	LCPI0_3(%rip), %xmm2            ## xmm2 = mem[0],zero,zero,zero
	movss	-32(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	mulss	%xmm2, %xmm0
	movss	%xmm0, -32(%rbp)                ## 4-byte Spill
	movss	-28(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	mulss	%xmm2, %xmm1
	movss	%xmm1, -28(%rbp)                ## 4-byte Spill
	xorps	%xmm2, %xmm2
	callq	_glVertex3f
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	mulss	LCPI0_2(%rip), %xmm0
	movss	%xmm0, -52(%rbp)                ## 4-byte Spill
	movss	-48(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	callq	_glTexCoord2f
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	mulss	LCPI0_3(%rip), %xmm0
	movss	%xmm0, -36(%rbp)                ## 4-byte Spill
	xorps	%xmm2, %xmm2
	movss	-28(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	callq	_glVertex3f
	movss	LCPI0_2(%rip), %xmm1            ## xmm1 = mem[0],zero,zero,zero
	mulss	-40(%rbp), %xmm1                ## 4-byte Folded Reload
	movss	%xmm1, -28(%rbp)                ## 4-byte Spill
	movss	-52(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_glTexCoord2f
	movss	-40(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	mulss	LCPI0_3(%rip), %xmm1
	movss	%xmm1, -40(%rbp)                ## 4-byte Spill
	xorps	%xmm2, %xmm2
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_glVertex3f
	movss	-44(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-28(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	callq	_glTexCoord2f
	xorps	%xmm2, %xmm2
	movss	-32(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	movss	-40(%rbp), %xmm1                ## 4-byte Reload
                                        ## xmm1 = mem[0],zero,zero,zero
	addq	$40, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_glVertex3f                     ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.no_dead_strip	_tessellate_floor
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function tessellate_floor
_tessellate_floor:                      ; @tessellate_floor
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	d15, d14, [sp, #16]             ; 16-byte Folded Spill
	stp	d13, d12, [sp, #32]             ; 16-byte Folded Spill
	stp	d11, d10, [sp, #48]             ; 16-byte Folded Spill
	stp	d9, d8, [sp, #64]               ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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 b8, -56
	.cfi_offset b9, -64
	.cfi_offset b10, -72
	.cfi_offset b11, -80
	.cfi_offset b12, -88
	.cfi_offset b13, -96
	.cfi_offset b14, -104
	.cfi_offset b15, -112
	fmov	s8, s3
	fmov	s9, s2
	fmov	s11, s1
	fmov	s10, s0
	cmp	w0, #4
	b.le	LBB0_2
LBB0_1:
	fmov	s12, s10
	fmov	s13, s11
	b	LBB0_5
LBB0_2:
	add	w19, w0, #1
	mov	w21, #52429
	movk	w21, #15820, lsl #16
	fmov	s14, #0.50000000
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	fmov	s0, s10
	bl	_fabs
	mov	x20, x0
	fmov	s0, s9
	bl	_fabs
	cmp	x20, x0
	fcsel	s0, s10, s9, lt
	bl	_fabs
	scvtf	s12, x0
	fmov	s0, s11
	bl	_fabs
	mov	x20, x0
	fmov	s0, s8
	bl	_fabs
	cmp	x20, x0
	fcsel	s0, s11, s8, lt
	bl	_fabs
	scvtf	s0, x0
	fmul	s0, s0, s0
	fmadd	s0, s12, s12, s0
	fmov	s1, w21
	fcmp	s0, s1
	b.pl	LBB0_1
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	fadd	s0, s10, s9
	fmul	s12, s0, s14
	fadd	s0, s11, s8
	fmul	s13, s0, s14
	fmov	s0, s10
	fmov	s1, s11
	fmov	s2, s12
	fmov	s3, s13
	mov	x0, x19
	bl	_tessellate_floor
	fmov	s0, s12
	fmov	s1, s11
	fmov	s2, s9
	fmov	s3, s13
	mov	x0, x19
	bl	_tessellate_floor
	fmov	s0, s10
	fmov	s1, s13
	fmov	s2, s12
	fmov	s3, s8
	mov	x0, x19
	bl	_tessellate_floor
	add	w19, w19, #1
	fmov	s11, s13
	fmov	s10, s12
	cmp	w19, #6
	b.ne	LBB0_3
LBB0_5:
	fmov	s15, #30.00000000
	fmul	s0, s12, s15
	str	s0, [sp, #12]                   ; 4-byte Folded Spill
	fmul	s11, s13, s15
	fmov	s1, s11
	bl	_glTexCoord2f
	mov	w8, #1117782016
	fmov	s10, w8
	fmul	s12, s12, s10
	fmul	s13, s13, s10
	movi	d2, #0000000000000000
	fmov	s0, s12
	fmov	s1, s13
	bl	_glVertex3f
	fmul	s14, s9, s15
	fmov	s0, s14
	fmov	s1, s11
	bl	_glTexCoord2f
	fmul	s9, s9, s10
	movi	d2, #0000000000000000
	fmov	s0, s9
	fmov	s1, s13
	bl	_glVertex3f
	fmul	s11, s8, s15
	fmov	s0, s14
	fmov	s1, s11
	bl	_glTexCoord2f
	fmul	s8, s8, s10
	movi	d2, #0000000000000000
	fmov	s0, s9
	fmov	s1, s8
	bl	_glVertex3f
	ldr	s0, [sp, #12]                   ; 4-byte Folded Reload
	fmov	s1, s11
	bl	_glTexCoord2f
	movi	d2, #0000000000000000
	fmov	s0, s12
	fmov	s1, s8
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #64]               ; 16-byte Folded Reload
	ldp	d11, d10, [sp, #48]             ; 16-byte Folded Reload
	ldp	d13, d12, [sp, #32]             ; 16-byte Folded Reload
	ldp	d15, d14, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #128
	b	_glVertex3f
	.cfi_endproc
                                        ; -- End function
	.no_dead_strip	_tessellate_floor
.subsections_via_symbols
