	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function GLSL_InitGPUShader
_GLSL_InitGPUShader:                    ## @GLSL_InitGPUShader
	.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
	pushq	%rax
	movl	$64040, %eax                    ## imm = 0xFA28
	callq	____chkstk_darwin
	subq	%rax, %rsp
	popq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %rbx
	movl	%edx, -64052(%rbp)              ## 4-byte Spill
	movq	%rsi, %r13
	movq	%rdi, -64080(%rbp)              ## 8-byte Spill
	movq	16(%rbp), %rsi
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	%r9, -64072(%rbp)               ## 8-byte Spill
	testq	%r9, %r9
	movq	%r8, -64064(%rbp)               ## 8-byte Spill
	je	LBB0_1
## %bb.2:
	movq	_GL_VERTEX_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-32048(%rbp), %r14
	movl	$32000, %r15d                   ## imm = 0x7D00
	movq	%r8, %rsi
	movq	%r14, %rdx
	movl	$32000, %ecx                    ## imm = 0x7D00
	callq	_GLSL_GetShaderHeader
	movq	%r14, %rdi
	callq	_strlen
	cltq
	leaq	(%rax,%rbp), %r12
	addq	$-32048, %r12                   ## imm = 0x82D0
	movq	%r14, %rdi
	callq	_strlen
	movq	16(%rbp), %rsi
	subl	%eax, %r15d
	jmp	LBB0_3
LBB0_1:
	leaq	-32048(%rbp), %r12
	movl	$32000, %r15d                   ## imm = 0x7D00
LBB0_3:
	movq	_GL_VERTEX_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%r13, %rdi
	movq	%r12, %rcx
	movl	%r15d, %r8d
	callq	_GLSL_LoadGPUShaderText
	testl	%eax, %eax
	je	LBB0_11
## %bb.4:
	movq	%r13, %r14
	testq	%rbx, %rbx
	je	LBB0_5
## %bb.7:
	movq	24(%rbp), %rsi
	leaq	-64048(%rbp), %r15
	cmpq	$0, -64072(%rbp)                ## 8-byte Folded Reload
	je	LBB0_8
## %bb.9:
	movq	_GL_FRAGMENT_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-64048(%rbp), %rbx
	movl	$32000, %r13d                   ## imm = 0x7D00
	movq	-64064(%rbp), %rsi              ## 8-byte Reload
	movq	%rbx, %rdx
	movl	$32000, %ecx                    ## imm = 0x7D00
	callq	_GLSL_GetShaderHeader
	movq	%rbx, %rdi
	callq	_strlen
	cltq
	leaq	(%rax,%rbp), %r12
	addq	$-64048, %r12                   ## imm = 0xFFFF05D0
	movq	%rbx, %rdi
	callq	_strlen
	movq	24(%rbp), %rsi
	subl	%eax, %r13d
	jmp	LBB0_10
LBB0_5:
	xorl	%r15d, %r15d
	jmp	LBB0_6
LBB0_8:
	movl	$32000, %r13d                   ## imm = 0x7D00
	movq	%r15, %r12
LBB0_10:
	movq	_GL_FRAGMENT_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	movq	%r14, %rdi
	movq	%r12, %rcx
	movl	%r13d, %r8d
	callq	_GLSL_LoadGPUShaderText
	testl	%eax, %eax
	je	LBB0_11
LBB0_6:
	leaq	-32048(%rbp), %rcx
	movq	-64080(%rbp), %rdi              ## 8-byte Reload
	movq	%r14, %rsi
	movl	-64052(%rbp), %edx              ## 4-byte Reload
	movq	%r15, %r8
	callq	_GLSL_InitGPUShader2
	jmp	LBB0_12
LBB0_11:
	xorl	%eax, %eax
LBB0_12:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	-48(%rbp), %rcx
	jne	LBB0_14
## %bb.13:
	addq	$64040, %rsp                    ## imm = 0xFA28
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_14:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_GL_VERTEX_SHADER,4,2           ## @GL_VERTEX_SHADER
	.comm	_GL_FRAGMENT_SHADER,4,2         ## @GL_FRAGMENT_SHADER
	.no_dead_strip	_GLSL_InitGPUShader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function GLSL_InitGPUShader
_GLSL_InitGPUShader:                    ; @GLSL_InitGPUShader
	.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
	mov	w9, #64032
Lloh0:
	adrp	x16, ___chkstk_darwin@GOTPAGE
Lloh1:
	ldr	x16, [x16, ___chkstk_darwin@GOTPAGEOFF]
	blr	x16
	sub	sp, sp, #15, lsl #12            ; =61440
	sub	sp, sp, #2592
	mov	x22, x7
	mov	x26, x6
	mov	x24, x5
	mov	x23, x4
	mov	x25, x3
	str	w2, [sp, #12]                   ; 4-byte Folded Spill
	mov	x20, x1
	mov	x21, x0
Lloh2:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh3:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh4:
	ldr	x8, [x8]
	stur	x8, [x29, #-96]
	add	x27, sp, #7, lsl #12            ; =28672
	add	x27, x27, #3344
	mov	w28, #32000
Lloh5:
	adrp	x19, _GL_VERTEX_SHADER@GOTPAGE
Lloh6:
	ldr	x19, [x19, _GL_VERTEX_SHADER@GOTPAGEOFF]
	cbz	x5, LBB0_2
; %bb.1:
	ldr	w0, [x19]
	add	x2, sp, #7, lsl #12             ; =28672
	add	x2, x2, #3344
	mov	x1, x23
	mov	w3, #32000
	bl	_GLSL_GetShaderHeader
	add	x0, sp, #7, lsl #12             ; =28672
	add	x0, x0, #3344
	bl	_strlen
	add	x27, x27, w0, sxtw
	add	x0, sp, #7, lsl #12             ; =28672
	add	x0, x0, #3344
	bl	_strlen
	sub	w28, w28, w0
LBB0_2:
	ldr	w2, [x19]
	mov	x0, x20
	mov	x1, x26
	mov	x3, x27
	mov	x4, x28
	bl	_GLSL_LoadGPUShaderText
	cbz	w0, LBB0_10
; %bb.3:
	cbz	x25, LBB0_8
; %bb.4:
	mov	w25, #32000
	add	x26, sp, #16
Lloh7:
	adrp	x19, _GL_FRAGMENT_SHADER@GOTPAGE
Lloh8:
	ldr	x19, [x19, _GL_FRAGMENT_SHADER@GOTPAGEOFF]
	cbz	x24, LBB0_6
; %bb.5:
	ldr	w0, [x19]
	add	x2, sp, #16
	mov	x1, x23
	mov	w3, #32000
	bl	_GLSL_GetShaderHeader
	add	x0, sp, #16
	bl	_strlen
	add	x26, x26, w0, sxtw
	add	x0, sp, #16
	bl	_strlen
	sub	w25, w25, w0
LBB0_6:
	ldr	w2, [x19]
	mov	x0, x20
	mov	x1, x22
	mov	x3, x26
	mov	x4, x25
	bl	_GLSL_LoadGPUShaderText
	cbz	w0, LBB0_10
; %bb.7:
	add	x4, sp, #16
	b	LBB0_9
LBB0_8:
	mov	x4, #0
LBB0_9:
	add	x3, sp, #7, lsl #12             ; =28672
	add	x3, x3, #3344
	mov	x0, x21
	mov	x1, x20
	ldr	w2, [sp, #12]                   ; 4-byte Folded Reload
	bl	_GLSL_InitGPUShader2
LBB0_10:
	ldur	x8, [x29, #-96]
Lloh9:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh10:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_12
; %bb.11:
	add	sp, sp, #15, lsl #12            ; =61440
	add	sp, sp, #2592
	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_12:
	bl	___stack_chk_fail
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh0, Lloh1
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.cfi_endproc
                                        ; -- End function
	.comm	_GL_VERTEX_SHADER,4,2           ; @GL_VERTEX_SHADER
	.comm	_GL_FRAGMENT_SHADER,4,2         ; @GL_FRAGMENT_SHADER
	.no_dead_strip	_GLSL_InitGPUShader
.subsections_via_symbols
