	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_ffp_vertex_lightambient_uniform
_shader_glsl_ffp_vertex_lightambient_uniform: ## @shader_glsl_ffp_vertex_lightambient_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	%r14
	pushq	%rbx
	subq	$16, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdx, %rbx
	movq	(%rsi), %rax
	movq	_WINED3D_RS_AMBIENT@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movl	(%rax,%rcx,4), %esi
	leaq	-24(%rbp), %r14
	movq	%r14, %rdi
	callq	_wined3d_color_from_d3dcolor
	movl	(%rbx), %edi
	movl	$1, %esi
	movq	%r14, %rdx
	callq	_glUniform3fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str(%rip), %rdi
	callq	_checkGLcall
	addq	$16, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_RS_AMBIENT,8,3         ## @WINED3D_RS_AMBIENT
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"glUniform3fv"

	.no_dead_strip	_shader_glsl_ffp_vertex_lightambient_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_ffp_vertex_lightambient_uniform
_shader_glsl_ffp_vertex_lightambient_uniform: ; @shader_glsl_ffp_vertex_lightambient_uniform
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #48
	.cfi_def_cfa_offset 48
	stp	x20, x19, [sp, #16]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #32]             ; 16-byte Folded Spill
	add	x29, sp, #32
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x19, x2
	ldr	x8, [x1]
Lloh0:
	adrp	x9, _WINED3D_RS_AMBIENT@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_RS_AMBIENT@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	w1, [x8, x9, lsl #2]
	add	x0, sp, #8
	bl	_wined3d_color_from_d3dcolor
	ldr	w0, [x19]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform3fv
	bl	_GL_EXTCALL
Lloh3:
	adrp	x0, l_.str@PAGE
Lloh4:
	add	x0, x0, l_.str@PAGEOFF
	bl	_checkGLcall
	ldp	x29, x30, [sp, #32]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #48
	ret
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_RS_AMBIENT,8,3         ; @WINED3D_RS_AMBIENT
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"glUniform3fv"

	.no_dead_strip	_shader_glsl_ffp_vertex_lightambient_uniform
.subsections_via_symbols
