	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function shader_glsl_load_fog_uniform
LCPI0_0:
	.long	0x3f800000                      ## float 1
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_shader_glsl_load_fog_uniform:          ## @shader_glsl_load_fog_uniform
	.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	%r12
	pushq	%rbx
	subq	$16, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r14
	movq	%rsi, %rbx
	movq	%rdi, %r15
	movq	(%rsi), %rax
	movq	_WINED3D_RS_FOGCOLOR@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %esi
	leaq	-48(%rbp), %r12
	movq	%r12, %rdi
	callq	_wined3d_color_from_d3dcolor
	movl	12(%r14), %edi
	movl	$1, %esi
	movq	%r12, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%rbx), %rax
	movq	_WINED3D_RS_FOGDENSITY@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movss	(%rax,%rcx,4), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	movl	8(%r14), %edi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	-44(%rbp), %rdx
	leaq	-40(%rbp), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_get_fog_start_end
	movss	-40(%rbp), %xmm0                ## xmm0 = mem[0],zero,zero,zero
	movaps	%xmm0, %xmm1
	subss	-44(%rbp), %xmm1
	movss	LCPI0_0(%rip), %xmm2            ## xmm2 = mem[0],zero,zero,zero
	divss	%xmm1, %xmm2
	movss	%xmm2, -36(%rbp)                ## 4-byte Spill
	movl	4(%r14), %edi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	(%r14), %edi
	movss	-36(%rbp), %xmm0                ## 4-byte Reload
                                        ## xmm0 = mem[0],zero,zero,zero
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str(%rip), %rdi
	callq	_checkGLcall
	addq	$16, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_RS_FOGCOLOR,8,3        ## @WINED3D_RS_FOGCOLOR
	.comm	_WINED3D_RS_FOGDENSITY,8,3      ## @WINED3D_RS_FOGDENSITY
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"fog emulation uniforms"

	.no_dead_strip	_shader_glsl_load_fog_uniform
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_load_fog_uniform
_shader_glsl_load_fog_uniform:          ; @shader_glsl_load_fog_uniform
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x19, x2
	mov	x20, x1
	mov	x21, x0
	ldr	x8, [x1]
Lloh0:
	adrp	x9, _WINED3D_RS_FOGCOLOR@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_RS_FOGCOLOR@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	w1, [x8, x9, lsl #2]
	add	x0, sp, #8
	bl	_wined3d_color_from_d3dcolor
	ldr	w0, [x19, #12]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	x8, [x20]
Lloh3:
	adrp	x9, _WINED3D_RS_FOGDENSITY@GOTPAGE
Lloh4:
	ldr	x9, [x9, _WINED3D_RS_FOGDENSITY@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x9]
	ldr	s0, [x8, x9, lsl #2]
	ldr	w0, [x19, #8]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	add	x2, sp, #4
	mov	x3, sp
	mov	x0, x21
	mov	x1, x20
	bl	_get_fog_start_end
	ldp	s0, s1, [sp]
	fsub	s1, s0, s1
	fmov	s2, #1.00000000
	fdiv	s8, s2, s1
	ldr	w0, [x19, #4]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	w0, [x19]
	fmov	s0, s8
	bl	_glUniform1f
	bl	_GL_EXTCALL
Lloh6:
	adrp	x0, l_.str@PAGE
Lloh7:
	add	x0, x0, l_.str@PAGEOFF
	bl	_checkGLcall
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_RS_FOGCOLOR,8,3        ; @WINED3D_RS_FOGCOLOR
	.comm	_WINED3D_RS_FOGDENSITY,8,3      ; @WINED3D_RS_FOGDENSITY
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"fog emulation uniforms"

	.no_dead_strip	_shader_glsl_load_fog_uniform
.subsections_via_symbols
