	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_vshader
_shader_glsl_generate_vshader:          ## @shader_glsl_generate_vshader
	.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	$40, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, %r15
	movq	%rdx, %r13
	movq	%rsi, %r12
	leaq	4(%rsi), %rbx
	movq	%rdi, -48(%rbp)                 ## 8-byte Spill
	movq	(%rdi), %r14
	leaq	-72(%rbp), %rdi
	xorl	%esi, %esi
	movl	$16, %edx
	callq	_memset
	movq	%r15, -56(%rbp)                 ## 8-byte Spill
	movq	%r15, -64(%rbp)
	movq	%rbx, -72(%rbp)
	movq	%r12, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_add_version_declaration
	movq	%r12, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_enable_extensions
	movq	(%r14), %rax
	movq	_ARB_DRAW_INSTANCED@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_2:
	leaq	24(%r13), %rbx
	movq	%r14, %rdi
	callq	_shader_glsl_use_explicit_attrib_location
	testq	%rax, %rax
	je	LBB0_4
## %bb.3:
	leaq	L_.str.1(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_4:
	leaq	-72(%rbp), %r8
	movq	-48(%rbp), %rdi                 ## 8-byte Reload
	movq	%r12, %rsi
	movq	%r13, %rdx
	movq	%rbx, -48(%rbp)                 ## 8-byte Spill
	movq	%rbx, %rcx
	callq	_shader_generate_glsl_declarations
	cmpl	$0, (%r13)
	je	LBB0_7
## %bb.5:
	xorl	%r15d, %r15d
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_6:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%r13), %rdx
	addq	%r15, %rdx
	movq	%r12, %rdi
	movq	%r14, %rsi
	callq	_shader_glsl_declare_generic_vertex_attribute
	incq	%rbx
	movl	(%r13), %eax
	addq	$4, %r15
	cmpq	%rax, %rbx
	jb	LBB0_6
LBB0_7:
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	cmpq	$0, 40(%rbx)
	je	LBB0_10
## %bb.8:
	cmpl	$0, 32(%rbx)
	jne	LBB0_10
## %bb.9:
	leaq	L_.str.2(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.3(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.4(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.5(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.6(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:
	movq	%r14, %rdi
	callq	_needs_legacy_glsl_syntax
	testl	%eax, %eax
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	jne	LBB0_15
## %bb.11:
	cmpq	$0, 24(%rbx)
	je	LBB0_13
## %bb.12:
	movl	8(%r14), %edx
	leaq	L_.str.7(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_13:
	cmpl	$2, (%r15)
	jg	LBB0_15
## %bb.14:
	movl	16(%rbx), %edx
	leaq	L_.str.8(%rip), %rcx
	movq	%r14, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movl	16(%rbx), %edx
	leaq	L_.str.9(%rip), %rcx
	movq	%r14, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movq	_FALSE@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edx
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %r8d
	leaq	L_.str.10(%rip), %rcx
	movq	%r14, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movl	(%rbx), %edx
	movq	-56(%rbp), %rbx                 ## 8-byte Reload
	leaq	L_.str.11(%rip), %rcx
	movq	%r14, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
LBB0_15:
	cmpl	$3, (%r15)
	jg	LBB0_17
## %bb.16:
	movq	16(%r13), %rax
	movl	(%rax), %edx
	leaq	L_.str.12(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_17:
	movq	(%rbx), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %r15
	cmpq	(%r15), %rax
	jne	LBB0_20
## %bb.18:
	movq	(%r14), %rax
	movq	_ARB_CLIP_CONTROL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	jne	LBB0_20
## %bb.19:
	leaq	L_.str.13(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_20:
	movq	-48(%rbp), %rax                 ## 8-byte Reload
	cmpl	$4, (%rax)
	jl	LBB0_22
## %bb.21:
	movl	12(%rbx), %edx
	movq	(%rbx), %rax
	xorl	%r8d, %r8d
	cmpq	(%r15), %rax
	sete	%r8b
	movl	8(%rbx), %r9d
	movq	%r12, %rdi
	movq	%r13, %rsi
	movq	%r14, %rcx
	callq	_shader_glsl_generate_sm4_output_setup
LBB0_22:
	leaq	L_.str.14(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 32(%r13)
	je	LBB0_26
## %bb.23:
	movl	28(%r13), %edi
	callq	_wined3d_log2i
                                        ## kill: def $eax killed $eax def $rax
	leal	1(%rax), %edx
	leaq	L_.str.15(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, (%r13)
	je	LBB0_26
## %bb.24:
	leaq	L_.str.16(%rip), %r15
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_25:                                ## =>This Inner Loop Header: Depth=1
	movq	8(%r13), %rax
	movl	(%rax,%rbx,4), %ecx
	movq	%r12, %rdi
	movq	%r15, %rsi
	movl	%ecx, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	incq	%rbx
	movl	(%r13), %eax
	cmpq	%rax, %rbx
	jb	LBB0_25
LBB0_26:
	leaq	-72(%rbp), %rcx
	movq	%r13, %rdi
	movq	%r12, %rsi
	movq	-48(%rbp), %r15                 ## 8-byte Reload
	movq	%r15, %rdx
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_shader_generate_code
	movl	%eax, %edi
	callq	_FAILED
	testq	%rax, %rax
	movl	$0, %ebx
	jne	LBB0_30
## %bb.27:
	cmpl	$3, (%r15)
	jg	LBB0_29
## %bb.28:
	movq	%r14, %rdi
	movq	%r12, %rsi
	movq	%r13, %rdx
	movq	-56(%rbp), %rcx                 ## 8-byte Reload
	callq	_shader_glsl_generate_vs_epilogue
LBB0_29:
	leaq	L_.str.17(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_GL_VERTEX_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glCreateShader
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	%eax, %ebx
	leaq	L_.str.18(%rip), %rdi
	movl	%eax, %esi
	callq	_TRACE
	movl	(%r12), %edx
	movq	%r14, %rdi
	movl	%ebx, %esi
	callq	_shader_glsl_compile
LBB0_30:
	movl	%ebx, %eax
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_ARB_DRAW_INSTANCED,8,3         ## @ARB_DRAW_INSTANCED
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"#extension GL_ARB_draw_instanced : enable\n"

L_.str.1:                               ## @.str.1
	.asciz	"#extension GL_ARB_explicit_attrib_location : enable\n"

L_.str.2:                               ## @.str.2
	.asciz	"uniform struct\n{\n"

L_.str.3:                               ## @.str.3
	.asciz	"    float size;\n"

L_.str.4:                               ## @.str.4
	.asciz	"    float size_min;\n"

L_.str.5:                               ## @.str.5
	.asciz	"    float size_max;\n"

L_.str.6:                               ## @.str.6
	.asciz	"} ffp_point;\n"

L_.str.7:                               ## @.str.7
	.asciz	"uniform vec4 clip_planes[%u];\n"

L_.str.8:                               ## @.str.8
	.asciz	"vec4 ffp_varying_diffuse;\n"

L_.str.9:                               ## @.str.9
	.asciz	"vec4 ffp_varying_specular;\n"

	.comm	_FALSE,4,2                      ## @FALSE
L_.str.10:                              ## @.str.10
	.asciz	"vec4 ffp_varying_texcoord[%u];\n"

	.comm	_MAX_TEXTURES,4,2               ## @MAX_TEXTURES
L_.str.11:                              ## @.str.11
	.asciz	"float ffp_varying_fogcoord;\n"

L_.str.12:                              ## @.str.12
	.asciz	"void setup_vs_output(in vec4[%u]);\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ## @ARB_CLIP_CONTROL
L_.str.13:                              ## @.str.13
	.asciz	"uniform vec4 pos_fixup;\n"

L_.str.14:                              ## @.str.14
	.asciz	"void main()\n{\n"

L_.str.15:                              ## @.str.15
	.asciz	"vec4 vs_in[%u];\n"

L_.str.16:                              ## @.str.16
	.asciz	"vs_in[%u] = vs_in%u;\n"

L_.str.17:                              ## @.str.17
	.asciz	"}\n"

	.comm	_GL_VERTEX_SHADER,4,2           ## @GL_VERTEX_SHADER
L_.str.18:                              ## @.str.18
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_vshader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_vshader
_shader_glsl_generate_vshader:          ; @shader_glsl_generate_vshader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #112
	.cfi_def_cfa_offset 112
	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
	mov	x21, x3
	mov	x22, x2
	mov	x19, x1
	mov	x24, x0
	add	x23, x1, #4
	ldr	x20, [x0]
	add	x0, sp, #16
	mov	w1, #0
	mov	w2, #16
	bl	_memset
	stp	x23, x21, [sp, #16]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_add_version_declaration
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_enable_extensions
	ldr	x8, [x20]
Lloh0:
	adrp	x9, _ARB_DRAW_INSTANCED@GOTPAGE
Lloh1:
	ldr	x9, [x9, _ARB_DRAW_INSTANCED@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_2
; %bb.1:
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_2:
	add	x23, x22, #24
	mov	x0, x20
	bl	_shader_glsl_use_explicit_attrib_location
	cbz	x0, LBB0_4
; %bb.3:
Lloh5:
	adrp	x1, l_.str.1@PAGE
Lloh6:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_4:
	add	x4, sp, #16
	mov	x0, x24
	mov	x1, x19
	mov	x2, x22
	mov	x3, x23
	bl	_shader_generate_glsl_declarations
	ldr	w8, [x22]
	cbz	w8, LBB0_7
; %bb.5:
	mov	x24, #0
	mov	x25, #0
LBB0_6:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22, #8]
	add	x2, x8, x24
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_declare_generic_vertex_attribute
	add	x25, x25, #1
	ldr	w8, [x22]
	add	x24, x24, #4
	cmp	x25, x8
	b.lo	LBB0_6
LBB0_7:
	ldr	x8, [x21, #40]
	cbz	x8, LBB0_10
; %bb.8:
	ldr	w8, [x21, #32]
	cbnz	w8, LBB0_10
; %bb.9:
Lloh7:
	adrp	x1, l_.str.2@PAGE
Lloh8:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh9:
	adrp	x1, l_.str.3@PAGE
Lloh10:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh11:
	adrp	x1, l_.str.4@PAGE
Lloh12:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh13:
	adrp	x1, l_.str.5@PAGE
Lloh14:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh15:
	adrp	x1, l_.str.6@PAGE
Lloh16:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_10:
	mov	x0, x20
	bl	_needs_legacy_glsl_syntax
	cbnz	w0, LBB0_15
; %bb.11:
	ldr	x8, [x21, #24]
	cbz	x8, LBB0_13
; %bb.12:
	ldr	w8, [x20, #8]
	str	x8, [sp]
Lloh17:
	adrp	x1, l_.str.7@PAGE
Lloh18:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_13:
	ldr	w8, [x23]
	cmp	w8, #3
	b.ge	LBB0_15
; %bb.14:
	ldr	w2, [x21, #16]
Lloh19:
	adrp	x3, l_.str.8@PAGE
Lloh20:
	add	x3, x3, l_.str.8@PAGEOFF
	mov	x0, x20
	mov	x1, x19
	bl	_declare_out_varying
	ldr	w2, [x21, #16]
Lloh21:
	adrp	x3, l_.str.9@PAGE
Lloh22:
	add	x3, x3, l_.str.9@PAGEOFF
	mov	x0, x20
	mov	x1, x19
	bl	_declare_out_varying
Lloh23:
	adrp	x24, _FALSE@GOTPAGE
Lloh24:
	ldr	x24, [x24, _FALSE@GOTPAGEOFF]
	ldr	w2, [x24]
Lloh25:
	adrp	x8, _MAX_TEXTURES@GOTPAGE
Lloh26:
	ldr	x8, [x8, _MAX_TEXTURES@GOTPAGEOFF]
Lloh27:
	ldr	w8, [x8]
	str	x8, [sp]
Lloh28:
	adrp	x3, l_.str.10@PAGE
Lloh29:
	add	x3, x3, l_.str.10@PAGEOFF
	mov	x0, x20
	mov	x1, x19
	bl	_declare_out_varying
	ldr	w2, [x24]
Lloh30:
	adrp	x3, l_.str.11@PAGE
Lloh31:
	add	x3, x3, l_.str.11@PAGEOFF
	mov	x0, x20
	mov	x1, x19
	bl	_declare_out_varying
LBB0_15:
	ldr	w8, [x23]
	cmp	w8, #3
	b.gt	LBB0_17
; %bb.16:
	ldr	x8, [x22, #16]
	ldr	w8, [x8]
	str	x8, [sp]
Lloh32:
	adrp	x1, l_.str.12@PAGE
Lloh33:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_17:
	ldr	x8, [x21]
Lloh34:
	adrp	x24, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh35:
	ldr	x24, [x24, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
	ldr	x9, [x24]
	cmp	x8, x9
	b.ne	LBB0_20
; %bb.18:
	ldr	x8, [x20]
Lloh36:
	adrp	x9, _ARB_CLIP_CONTROL@GOTPAGE
Lloh37:
	ldr	x9, [x9, _ARB_CLIP_CONTROL@GOTPAGEOFF]
Lloh38:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbnz	x8, LBB0_20
; %bb.19:
Lloh39:
	adrp	x1, l_.str.13@PAGE
Lloh40:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_20:
	ldr	w8, [x23]
	cmp	w8, #4
	b.lt	LBB0_22
; %bb.21:
	ldr	x8, [x21]
	ldr	x9, [x24]
	cmp	x8, x9
	cset	w4, eq
	ldp	w5, w2, [x21, #8]
	mov	x0, x19
	mov	x1, x22
	mov	x3, x20
	bl	_shader_glsl_generate_sm4_output_setup
LBB0_22:
Lloh41:
	adrp	x1, l_.str.14@PAGE
Lloh42:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x22, #32]
	cbz	x8, LBB0_26
; %bb.23:
	ldr	w0, [x22, #28]
	bl	_wined3d_log2i
	add	w8, w0, #1
	str	x8, [sp]
Lloh43:
	adrp	x1, l_.str.15@PAGE
Lloh44:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x22]
	cbz	w8, LBB0_26
; %bb.24:
	mov	x25, #0
Lloh45:
	adrp	x24, l_.str.16@PAGE
Lloh46:
	add	x24, x24, l_.str.16@PAGEOFF
LBB0_25:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x22, #8]
	ldr	w8, [x8, x25, lsl #2]
	stp	x8, x8, [sp]
	mov	x0, x19
	mov	x1, x24
	bl	_shader_addline
	add	x25, x25, #1
	ldr	w8, [x22]
	cmp	x25, x8
	b.lo	LBB0_25
LBB0_26:
	add	x3, sp, #16
	mov	x0, x22
	mov	x1, x19
	mov	x2, x23
	mov	x4, #0
	mov	x5, #0
	bl	_shader_generate_code
	bl	_FAILED
	cbz	x0, LBB0_28
; %bb.27:
	mov	w21, #0
	b	LBB0_31
LBB0_28:
	ldr	w8, [x23]
	cmp	w8, #3
	b.gt	LBB0_30
; %bb.29:
	mov	x0, x20
	mov	x1, x19
	mov	x2, x22
	mov	x3, x21
	bl	_shader_glsl_generate_vs_epilogue
LBB0_30:
Lloh47:
	adrp	x1, l_.str.17@PAGE
Lloh48:
	add	x1, x1, l_.str.17@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh49:
	adrp	x8, _GL_VERTEX_SHADER@GOTPAGE
Lloh50:
	ldr	x8, [x8, _GL_VERTEX_SHADER@GOTPAGEOFF]
Lloh51:
	ldr	w0, [x8]
	bl	_glCreateShader
	bl	_GL_EXTCALL
	mov	x21, x0
Lloh52:
	adrp	x0, l_.str.18@PAGE
Lloh53:
	add	x0, x0, l_.str.18@PAGEOFF
	mov	x1, x21
	bl	_TRACE
	ldr	w2, [x19]
	mov	x0, x20
	mov	x1, x21
	bl	_shader_glsl_compile
LBB0_31:
	mov	x0, x21
	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
	add	sp, sp, #112
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpLdrGot	Lloh23, Lloh24
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpLdrGot	Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpAdd	Lloh43, Lloh44
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpAdd	Lloh52, Lloh53
	.loh AdrpLdrGotLdr	Lloh49, Lloh50, Lloh51
	.loh AdrpAdd	Lloh47, Lloh48
	.cfi_endproc
                                        ; -- End function
	.comm	_ARB_DRAW_INSTANCED,8,3         ; @ARB_DRAW_INSTANCED
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"#extension GL_ARB_draw_instanced : enable\n"

l_.str.1:                               ; @.str.1
	.asciz	"#extension GL_ARB_explicit_attrib_location : enable\n"

l_.str.2:                               ; @.str.2
	.asciz	"uniform struct\n{\n"

l_.str.3:                               ; @.str.3
	.asciz	"    float size;\n"

l_.str.4:                               ; @.str.4
	.asciz	"    float size_min;\n"

l_.str.5:                               ; @.str.5
	.asciz	"    float size_max;\n"

l_.str.6:                               ; @.str.6
	.asciz	"} ffp_point;\n"

l_.str.7:                               ; @.str.7
	.asciz	"uniform vec4 clip_planes[%u];\n"

l_.str.8:                               ; @.str.8
	.asciz	"vec4 ffp_varying_diffuse;\n"

l_.str.9:                               ; @.str.9
	.asciz	"vec4 ffp_varying_specular;\n"

	.comm	_FALSE,4,2                      ; @FALSE
l_.str.10:                              ; @.str.10
	.asciz	"vec4 ffp_varying_texcoord[%u];\n"

	.comm	_MAX_TEXTURES,4,2               ; @MAX_TEXTURES
l_.str.11:                              ; @.str.11
	.asciz	"float ffp_varying_fogcoord;\n"

l_.str.12:                              ; @.str.12
	.asciz	"void setup_vs_output(in vec4[%u]);\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ; @ARB_CLIP_CONTROL
l_.str.13:                              ; @.str.13
	.asciz	"uniform vec4 pos_fixup;\n"

l_.str.14:                              ; @.str.14
	.asciz	"void main()\n{\n"

l_.str.15:                              ; @.str.15
	.asciz	"vec4 vs_in[%u];\n"

l_.str.16:                              ; @.str.16
	.asciz	"vs_in[%u] = vs_in%u;\n"

l_.str.17:                              ; @.str.17
	.asciz	"}\n"

	.comm	_GL_VERTEX_SHADER,4,2           ; @GL_VERTEX_SHADER
l_.str.18:                              ; @.str.18
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_vshader
.subsections_via_symbols
