	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_ffp_vertex_lighting
_shader_glsl_ffp_vertex_lighting:       ## @shader_glsl_ffp_vertex_lighting
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r15
	cmpl	$0, 36(%rsi)
	je	LBB0_30
## %bb.1:
	movq	%rdx, %rbx
	movq	%rsi, %r14
	leaq	L_.str.2(%rip), %rsi
	xorl	%r13d, %r13d
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.3(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.4(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.5(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.6(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movl	32(%r14), %edi
	leaq	L_.str.7(%rip), %rsi
	callq	_shader_glsl_ffp_mcs
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	movl	28(%r14), %edi
	leaq	L_.str.8(%rip), %rsi
	callq	_shader_glsl_ffp_mcs
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	movl	24(%r14), %edi
	leaq	L_.str.9(%rip), %rsi
	callq	_shader_glsl_ffp_mcs
	movq	%rax, -72(%rbp)                 ## 8-byte Spill
	movl	20(%r14), %edi
	leaq	L_.str.10(%rip), %rsi
	callq	_shader_glsl_ffp_mcs
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	cmpl	$0, (%r14)
	je	LBB0_5
## %bb.2:
	leaq	L_.str.22(%rip), %r12
	xorl	%r13d, %r13d
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_12:                                ##   in Loop: Header=BB0_3 Depth=1
	movq	%r15, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r13d
	cmpl	(%r14), %r13d
	jae	LBB0_5
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r15, %rdi
	leaq	L_.str.11(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.12(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.13(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.14(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	testq	%rbx, %rbx
	je	LBB0_9
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	L_.str.15(%rip), %rsi
	movl	%r13d, %edx
	movl	%r13d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.16(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.17(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.19(%rip), %rsi
	movl	%r13d, %edx
	movl	%r13d, %ecx
	movl	%r13d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_10
	.p2align	4, 0x90
LBB0_9:                                 ##   in Loop: Header=BB0_3 Depth=1
	leaq	L_.str.18(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.19(%rip), %rsi
	movl	%r13d, %edx
	movl	%r13d, %ecx
	movl	%r13d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.20(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_10:                                ##   in Loop: Header=BB0_3 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.21(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, 16(%r14)
	je	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_3 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.23(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	movq	%r14, %rsi
	movl	%r13d, %edx
	callq	_shader_glsl_ffp_vertex_lighting_footer
	jmp	LBB0_12
LBB0_5:
	cmpl	$0, 4(%r14)
	je	LBB0_14
## %bb.6:
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	xorl	%r14d, %r14d
	movq	%r13, -96(%rbp)                 ## 8-byte Spill
	movq	%rbx, -88(%rbp)                 ## 8-byte Spill
	jmp	LBB0_7
	.p2align	4, 0x90
LBB0_29:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.22(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r14d
	cmpl	4(%rbx), %r14d
	movq	-96(%rbp), %r13                 ## 8-byte Reload
	movq	-88(%rbp), %rbx                 ## 8-byte Reload
	jae	LBB0_13
LBB0_7:                                 ## =>This Inner Loop Header: Depth=1
	leal	(%r14,%r13), %r12d
	movq	%r15, %rdi
	leaq	L_.str.11(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.12(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.13(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.14(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	testq	%rbx, %rbx
	je	LBB0_26
## %bb.8:                               ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.15(%rip), %rsi
	movl	%r12d, %edx
	movl	%r12d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.16(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.17(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.28(%rip), %r13
	jmp	LBB0_27
	.p2align	4, 0x90
LBB0_26:                                ##   in Loop: Header=BB0_7 Depth=1
	leaq	L_.str.18(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.29(%rip), %r13
LBB0_27:                                ##   in Loop: Header=BB0_7 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.23(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.24(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.25(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.26(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.27(%rip), %rsi
	movl	%r12d, %edx
	movl	%r12d, %ecx
	movl	%r12d, %r8d
	movl	%r12d, %r9d
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	movq	%r13, %rsi
	movl	%r12d, %edx
	movl	%r12d, %ecx
	movl	%r12d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.21(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	cmpl	$0, 16(%rbx)
	je	LBB0_29
## %bb.28:                              ##   in Loop: Header=BB0_7 Depth=1
	movq	%r15, %rdi
	movq	%rbx, %rsi
	movl	%r12d, %edx
	callq	_shader_glsl_ffp_vertex_lighting_footer
	jmp	LBB0_29
LBB0_30:
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.1(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_13:
	addl	%r14d, %r13d
	movq	-48(%rbp), %r14                 ## 8-byte Reload
LBB0_14:
	cmpl	$0, 8(%r14)
	je	LBB0_20
## %bb.15:
	xorl	%ebx, %ebx
	jmp	LBB0_16
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_16 Depth=1
	incl	%ebx
	cmpl	8(%r14), %ebx
	movq	%r12, %r13
	jae	LBB0_19
LBB0_16:                                ## =>This Inner Loop Header: Depth=1
	movq	%r13, %r12
	addl	%ebx, %r13d
	movq	%r15, %rdi
	leaq	L_.str.30(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, 16(%r14)
	je	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_16 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.31(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.32(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	movq	%r14, %rsi
	movl	%r13d, %edx
	callq	_shader_glsl_ffp_vertex_lighting_footer
	jmp	LBB0_18
LBB0_19:
	addl	%ebx, %r13d
LBB0_20:
	cmpl	$0, 12(%r14)
	je	LBB0_25
## %bb.21:
	xorl	%ebx, %ebx
	jmp	LBB0_22
	.p2align	4, 0x90
LBB0_24:                                ##   in Loop: Header=BB0_22 Depth=1
	incl	%ebx
	cmpl	12(%r14), %ebx
	movq	%r12, %r13
	jae	LBB0_25
LBB0_22:                                ## =>This Inner Loop Header: Depth=1
	movq	%r13, %r12
	addl	%ebx, %r13d
	movq	%r15, %rdi
	leaq	L_.str.30(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, 16(%r14)
	je	LBB0_24
## %bb.23:                              ##   in Loop: Header=BB0_22 Depth=1
	movq	%r15, %rdi
	leaq	L_.str.31(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	leaq	L_.str.33(%rip), %rsi
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	movq	%r14, %rsi
	movl	%r13d, %edx
	callq	_shader_glsl_ffp_vertex_lighting_footer
	jmp	LBB0_24
LBB0_25:
	leaq	L_.str.34(%rip), %rsi
	movq	%r15, %rdi
	movq	-64(%rbp), %rdx                 ## 8-byte Reload
	movq	-80(%rbp), %rbx                 ## 8-byte Reload
	movq	%rbx, %rcx
	movq	-56(%rbp), %r8                  ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.35(%rip), %rsi
	movq	%r15, %rdi
	movq	%rbx, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.36(%rip), %rsi
	movq	%r15, %rdi
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	xorl	%eax, %eax
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"ffp_varying_diffuse = ffp_attrib_diffuse;\n"

L_.str.1:                               ## @.str.1
	.asciz	"ffp_varying_specular = ffp_attrib_specular;\n"

L_.str.2:                               ## @.str.2
	.asciz	"vec3 ambient = ffp_light_ambient;\n"

L_.str.3:                               ## @.str.3
	.asciz	"vec3 diffuse = vec3(0.0);\n"

L_.str.4:                               ## @.str.4
	.asciz	"vec4 specular = vec4(0.0);\n"

L_.str.5:                               ## @.str.5
	.asciz	"vec3 dir, dst;\n"

L_.str.6:                               ## @.str.6
	.asciz	"float att, t;\n"

L_.str.7:                               ## @.str.7
	.asciz	"ffp_material.ambient"

L_.str.8:                               ## @.str.8
	.asciz	"ffp_material.diffuse"

L_.str.9:                               ## @.str.9
	.asciz	"ffp_material.specular"

L_.str.10:                              ## @.str.10
	.asciz	"ffp_material.emissive"

L_.str.11:                              ## @.str.11
	.asciz	"dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n"

L_.str.12:                              ## @.str.12
	.asciz	"dst.z = dot(dir, dir);\n"

L_.str.13:                              ## @.str.13
	.asciz	"dst.y = sqrt(dst.z);\n"

L_.str.14:                              ## @.str.14
	.asciz	"dst.x = 1.0;\n"

L_.str.15:                              ## @.str.15
	.asciz	"dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n"

L_.str.16:                              ## @.str.16
	.asciz	"dst.z = dst.y * dst.y;\n"

L_.str.17:                              ## @.str.17
	.asciz	"if (dst.y > 0.0)\n{\n"

L_.str.18:                              ## @.str.18
	.asciz	"if (dst.y <= ffp_light[%u].range)\n{\n"

L_.str.19:                              ## @.str.19
	.asciz	"att = dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

L_.str.20:                              ## @.str.20
	.asciz	"att = 1.0 / att;\n"

L_.str.21:                              ## @.str.21
	.asciz	"ambient += ffp_light[%u].ambient.xyz * att;\n"

L_.str.22:                              ## @.str.22
	.asciz	"}\n"

L_.str.23:                              ## @.str.23
	.asciz	"dir = normalize(dir);\n"

L_.str.24:                              ## @.str.24
	.asciz	"t = dot(-dir, normalize(ffp_light[%u].direction));\n"

L_.str.25:                              ## @.str.25
	.asciz	"if (t > ffp_light[%u].cos_htheta) att = 1.0;\n"

L_.str.26:                              ## @.str.26
	.asciz	"else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n"

L_.str.27:                              ## @.str.27
	.asciz	"else att = pow((t - ffp_light[%u].cos_hphi) / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n"

L_.str.28:                              ## @.str.28
	.asciz	"att *= dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

L_.str.29:                              ## @.str.29
	.asciz	"att /= dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

L_.str.30:                              ## @.str.30
	.asciz	"ambient += ffp_light[%u].ambient.xyz;\n"

L_.str.31:                              ## @.str.31
	.asciz	"att = 1.0;\n"

L_.str.32:                              ## @.str.32
	.asciz	"dir = normalize(ffp_light[%u].direction.xyz);\n"

L_.str.33:                              ## @.str.33
	.asciz	"dir = normalize(ffp_light[%u].position.xyz);\n"

L_.str.34:                              ## @.str.34
	.asciz	"ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n"

L_.str.35:                              ## @.str.35
	.asciz	"ffp_varying_diffuse.w = %s.w;\n"

L_.str.36:                              ## @.str.36
	.asciz	"ffp_varying_specular = %s * specular;\n"

	.no_dead_strip	_shader_glsl_ffp_vertex_lighting
.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_lighting
_shader_glsl_ffp_vertex_lighting:       ; @shader_glsl_ffp_vertex_lighting
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #160
	.cfi_def_cfa_offset 160
	stp	x28, x27, [sp, #64]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #80]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #96]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #112]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #128]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #144]            ; 16-byte Folded Spill
	add	x29, sp, #144
	.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	x19, x0
	ldr	w8, [x1, #36]
	cbz	w8, LBB0_9
; %bb.1:
	mov	x26, x2
	mov	x20, x1
Lloh0:
	adrp	x1, l_.str.2@PAGE
Lloh1:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh2:
	adrp	x1, l_.str.3@PAGE
Lloh3:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh4:
	adrp	x1, l_.str.4@PAGE
Lloh5:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh6:
	adrp	x1, l_.str.5@PAGE
Lloh7:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh8:
	adrp	x1, l_.str.6@PAGE
Lloh9:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w0, [x20, #32]
Lloh10:
	adrp	x1, l_.str.7@PAGE
Lloh11:
	add	x1, x1, l_.str.7@PAGEOFF
	bl	_shader_glsl_ffp_mcs
	str	x0, [sp, #56]                   ; 8-byte Folded Spill
	ldr	w0, [x20, #28]
Lloh12:
	adrp	x1, l_.str.8@PAGE
Lloh13:
	add	x1, x1, l_.str.8@PAGEOFF
	bl	_shader_glsl_ffp_mcs
	str	x0, [sp, #48]                   ; 8-byte Folded Spill
	ldr	w0, [x20, #24]
Lloh14:
	adrp	x1, l_.str.9@PAGE
Lloh15:
	add	x1, x1, l_.str.9@PAGEOFF
	bl	_shader_glsl_ffp_mcs
	str	x0, [sp, #40]                   ; 8-byte Folded Spill
	ldr	w0, [x20, #20]
Lloh16:
	adrp	x1, l_.str.10@PAGE
Lloh17:
	add	x1, x1, l_.str.10@PAGEOFF
	bl	_shader_glsl_ffp_mcs
	str	x0, [sp, #32]                   ; 8-byte Folded Spill
	ldr	w8, [x20]
	cbz	w8, LBB0_10
; %bb.2:
	mov	w22, #0
Lloh18:
	adrp	x23, l_.str.13@PAGE
Lloh19:
	add	x23, x23, l_.str.13@PAGEOFF
Lloh20:
	adrp	x24, l_.str.14@PAGE
Lloh21:
	add	x24, x24, l_.str.14@PAGEOFF
Lloh22:
	adrp	x28, l_.str.19@PAGE
Lloh23:
	add	x28, x28, l_.str.19@PAGEOFF
Lloh24:
	adrp	x27, l_.str.21@PAGE
Lloh25:
	add	x27, x27, l_.str.21@PAGEOFF
Lloh26:
	adrp	x21, l_.str.22@PAGE
Lloh27:
	add	x21, x21, l_.str.22@PAGEOFF
	b	LBB0_4
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x19
	mov	x1, x21
	bl	_shader_addline
	add	w22, w22, #1
	ldr	w8, [x20]
	cmp	w22, w8
	b.hs	LBB0_11
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	str	x22, [sp]
	mov	x0, x19
Lloh28:
	adrp	x1, l_.str.11@PAGE
Lloh29:
	add	x1, x1, l_.str.11@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh30:
	adrp	x1, l_.str.12@PAGE
Lloh31:
	add	x1, x1, l_.str.12@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x23
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x24
	bl	_shader_addline
	mov	x25, x22
	cbz	x26, LBB0_6
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	stp	x25, x25, [sp]
	mov	x0, x19
Lloh32:
	adrp	x1, l_.str.15@PAGE
Lloh33:
	add	x1, x1, l_.str.15@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh34:
	adrp	x1, l_.str.16@PAGE
Lloh35:
	add	x1, x1, l_.str.16@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh36:
	adrp	x1, l_.str.17@PAGE
Lloh37:
	add	x1, x1, l_.str.17@PAGEOFF
	bl	_shader_addline
	stp	x25, x25, [sp, #8]
	str	x25, [sp]
	mov	x0, x19
	mov	x1, x28
	b	LBB0_7
LBB0_6:                                 ;   in Loop: Header=BB0_4 Depth=1
	str	x25, [sp]
	mov	x0, x19
Lloh38:
	adrp	x1, l_.str.18@PAGE
Lloh39:
	add	x1, x1, l_.str.18@PAGEOFF
	bl	_shader_addline
	stp	x25, x25, [sp, #8]
	str	x25, [sp]
	mov	x0, x19
	mov	x1, x28
	bl	_shader_addline
	mov	x0, x19
Lloh40:
	adrp	x1, l_.str.20@PAGE
Lloh41:
	add	x1, x1, l_.str.20@PAGEOFF
LBB0_7:                                 ;   in Loop: Header=BB0_4 Depth=1
	bl	_shader_addline
	mov	x8, x22
	str	x8, [sp]
	mov	x0, x19
	mov	x1, x27
	bl	_shader_addline
	ldr	w8, [x20, #16]
	cbz	w8, LBB0_3
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x0, x19
Lloh42:
	adrp	x1, l_.str.23@PAGE
Lloh43:
	add	x1, x1, l_.str.23@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x20
	mov	x2, x22
	bl	_shader_glsl_ffp_vertex_lighting_footer
	b	LBB0_3
LBB0_9:
Lloh44:
	adrp	x1, l_.str@PAGE
Lloh45:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh46:
	adrp	x1, l_.str.1@PAGE
Lloh47:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	ldp	x29, x30, [sp, #144]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #128]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #112]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #96]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #80]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #160
	b	_shader_addline
LBB0_10:
	mov	w22, #0
LBB0_11:
	ldr	w8, [x20, #4]
	cbz	w8, LBB0_20
; %bb.12:
	mov	w28, #0
Lloh48:
	adrp	x23, l_.str.21@PAGE
Lloh49:
	add	x23, x23, l_.str.21@PAGEOFF
Lloh50:
	adrp	x25, l_.str.22@PAGE
Lloh51:
	add	x25, x25, l_.str.22@PAGEOFF
	b	LBB0_14
LBB0_13:                                ;   in Loop: Header=BB0_14 Depth=1
	mov	x0, x19
	mov	x1, x25
	bl	_shader_addline
	add	w28, w28, #1
	ldr	w8, [x20, #4]
	cmp	w28, w8
	b.hs	LBB0_19
LBB0_14:                                ; =>This Inner Loop Header: Depth=1
	add	w21, w22, w28
	str	x21, [sp]
	mov	x0, x19
Lloh52:
	adrp	x1, l_.str.11@PAGE
Lloh53:
	add	x1, x1, l_.str.11@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh54:
	adrp	x1, l_.str.12@PAGE
Lloh55:
	add	x1, x1, l_.str.12@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh56:
	adrp	x1, l_.str.13@PAGE
Lloh57:
	add	x1, x1, l_.str.13@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh58:
	adrp	x1, l_.str.14@PAGE
Lloh59:
	add	x1, x1, l_.str.14@PAGEOFF
	bl	_shader_addline
	mov	x8, x21
	cbz	x26, LBB0_16
; %bb.15:                               ;   in Loop: Header=BB0_14 Depth=1
	stp	x8, x8, [sp]
	mov	x0, x19
Lloh60:
	adrp	x1, l_.str.15@PAGE
Lloh61:
	add	x1, x1, l_.str.15@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh62:
	adrp	x1, l_.str.16@PAGE
Lloh63:
	add	x1, x1, l_.str.16@PAGEOFF
	bl	_shader_addline
	mov	x0, x19
Lloh64:
	adrp	x1, l_.str.17@PAGE
Lloh65:
	add	x1, x1, l_.str.17@PAGEOFF
	bl	_shader_addline
Lloh66:
	adrp	x27, l_.str.28@PAGE
Lloh67:
	add	x27, x27, l_.str.28@PAGEOFF
	b	LBB0_17
LBB0_16:                                ;   in Loop: Header=BB0_14 Depth=1
	str	x8, [sp]
	mov	x0, x19
Lloh68:
	adrp	x1, l_.str.18@PAGE
Lloh69:
	add	x1, x1, l_.str.18@PAGEOFF
	bl	_shader_addline
Lloh70:
	adrp	x27, l_.str.29@PAGE
Lloh71:
	add	x27, x27, l_.str.29@PAGEOFF
LBB0_17:                                ;   in Loop: Header=BB0_14 Depth=1
	mov	x0, x19
Lloh72:
	adrp	x1, l_.str.23@PAGE
Lloh73:
	add	x1, x1, l_.str.23@PAGEOFF
	bl	_shader_addline
	mov	x24, x21
	str	x24, [sp]
	mov	x0, x19
Lloh74:
	adrp	x1, l_.str.24@PAGE
Lloh75:
	add	x1, x1, l_.str.24@PAGEOFF
	bl	_shader_addline
	str	x24, [sp]
	mov	x0, x19
Lloh76:
	adrp	x1, l_.str.25@PAGE
Lloh77:
	add	x1, x1, l_.str.25@PAGEOFF
	bl	_shader_addline
	str	x24, [sp]
	mov	x0, x19
Lloh78:
	adrp	x1, l_.str.26@PAGE
Lloh79:
	add	x1, x1, l_.str.26@PAGEOFF
	bl	_shader_addline
	stp	x24, x24, [sp, #16]
	stp	x24, x24, [sp]
	mov	x0, x19
Lloh80:
	adrp	x1, l_.str.27@PAGE
Lloh81:
	add	x1, x1, l_.str.27@PAGEOFF
	bl	_shader_addline
	stp	x24, x24, [sp, #8]
	str	x24, [sp]
	mov	x0, x19
	mov	x1, x27
	bl	_shader_addline
	str	x24, [sp]
	mov	x0, x19
	mov	x1, x23
	bl	_shader_addline
	ldr	w8, [x20, #16]
	cbz	w8, LBB0_13
; %bb.18:                               ;   in Loop: Header=BB0_14 Depth=1
	mov	x0, x19
	mov	x1, x20
	mov	x2, x21
	bl	_shader_glsl_ffp_vertex_lighting_footer
	b	LBB0_13
LBB0_19:
	add	w22, w22, w28
LBB0_20:
	ldr	w8, [x20, #8]
	cbz	w8, LBB0_26
; %bb.21:
	mov	w26, #0
Lloh82:
	adrp	x21, l_.str.30@PAGE
Lloh83:
	add	x21, x21, l_.str.30@PAGEOFF
Lloh84:
	adrp	x25, l_.str.31@PAGE
Lloh85:
	add	x25, x25, l_.str.31@PAGEOFF
Lloh86:
	adrp	x23, l_.str.32@PAGE
Lloh87:
	add	x23, x23, l_.str.32@PAGEOFF
	b	LBB0_23
LBB0_22:                                ;   in Loop: Header=BB0_23 Depth=1
	add	w26, w26, #1
	ldr	w8, [x20, #8]
	cmp	w26, w8
	b.hs	LBB0_25
LBB0_23:                                ; =>This Inner Loop Header: Depth=1
	add	w24, w22, w26
	str	x24, [sp]
	mov	x0, x19
	mov	x1, x21
	bl	_shader_addline
	ldr	w8, [x20, #16]
	cbz	w8, LBB0_22
; %bb.24:                               ;   in Loop: Header=BB0_23 Depth=1
	mov	x0, x19
	mov	x1, x25
	bl	_shader_addline
	mov	x8, x24
	str	x8, [sp]
	mov	x0, x19
	mov	x1, x23
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x20
	mov	x2, x24
	bl	_shader_glsl_ffp_vertex_lighting_footer
	b	LBB0_22
LBB0_25:
	add	w22, w22, w26
LBB0_26:
	ldr	w8, [x20, #12]
	cbz	w8, LBB0_31
; %bb.27:
	mov	w26, #0
Lloh88:
	adrp	x21, l_.str.30@PAGE
Lloh89:
	add	x21, x21, l_.str.30@PAGEOFF
Lloh90:
	adrp	x25, l_.str.31@PAGE
Lloh91:
	add	x25, x25, l_.str.31@PAGEOFF
Lloh92:
	adrp	x23, l_.str.33@PAGE
Lloh93:
	add	x23, x23, l_.str.33@PAGEOFF
	b	LBB0_29
LBB0_28:                                ;   in Loop: Header=BB0_29 Depth=1
	add	w26, w26, #1
	ldr	w8, [x20, #12]
	cmp	w26, w8
	b.hs	LBB0_31
LBB0_29:                                ; =>This Inner Loop Header: Depth=1
	add	w24, w22, w26
	str	x24, [sp]
	mov	x0, x19
	mov	x1, x21
	bl	_shader_addline
	ldr	w8, [x20, #16]
	cbz	w8, LBB0_28
; %bb.30:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	x0, x19
	mov	x1, x25
	bl	_shader_addline
	mov	x8, x24
	str	x8, [sp]
	mov	x0, x19
	mov	x1, x23
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x20
	mov	x2, x24
	bl	_shader_glsl_ffp_vertex_lighting_footer
	b	LBB0_28
LBB0_31:
	ldr	x8, [sp, #32]                   ; 8-byte Folded Reload
	ldr	x20, [sp, #48]                  ; 8-byte Folded Reload
	stp	x20, x8, [sp, #8]
	ldr	x8, [sp, #56]                   ; 8-byte Folded Reload
	str	x8, [sp]
Lloh94:
	adrp	x1, l_.str.34@PAGE
Lloh95:
	add	x1, x1, l_.str.34@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	str	x20, [sp]
Lloh96:
	adrp	x1, l_.str.35@PAGE
Lloh97:
	add	x1, x1, l_.str.35@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [sp, #40]                   ; 8-byte Folded Reload
	str	x8, [sp]
Lloh98:
	adrp	x1, l_.str.36@PAGE
Lloh99:
	add	x1, x1, l_.str.36@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldp	x29, x30, [sp, #144]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #128]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #112]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #96]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #80]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #64]             ; 16-byte Folded Reload
	add	sp, sp, #160
	ret
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh24, Lloh25
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh40, Lloh41
	.loh AdrpAdd	Lloh38, Lloh39
	.loh AdrpAdd	Lloh42, Lloh43
	.loh AdrpAdd	Lloh46, Lloh47
	.loh AdrpAdd	Lloh44, Lloh45
	.loh AdrpAdd	Lloh50, Lloh51
	.loh AdrpAdd	Lloh48, Lloh49
	.loh AdrpAdd	Lloh58, Lloh59
	.loh AdrpAdd	Lloh56, Lloh57
	.loh AdrpAdd	Lloh54, Lloh55
	.loh AdrpAdd	Lloh52, Lloh53
	.loh AdrpAdd	Lloh66, Lloh67
	.loh AdrpAdd	Lloh64, Lloh65
	.loh AdrpAdd	Lloh62, Lloh63
	.loh AdrpAdd	Lloh60, Lloh61
	.loh AdrpAdd	Lloh70, Lloh71
	.loh AdrpAdd	Lloh68, Lloh69
	.loh AdrpAdd	Lloh80, Lloh81
	.loh AdrpAdd	Lloh78, Lloh79
	.loh AdrpAdd	Lloh76, Lloh77
	.loh AdrpAdd	Lloh74, Lloh75
	.loh AdrpAdd	Lloh72, Lloh73
	.loh AdrpAdd	Lloh86, Lloh87
	.loh AdrpAdd	Lloh84, Lloh85
	.loh AdrpAdd	Lloh82, Lloh83
	.loh AdrpAdd	Lloh92, Lloh93
	.loh AdrpAdd	Lloh90, Lloh91
	.loh AdrpAdd	Lloh88, Lloh89
	.loh AdrpAdd	Lloh98, Lloh99
	.loh AdrpAdd	Lloh96, Lloh97
	.loh AdrpAdd	Lloh94, Lloh95
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"ffp_varying_diffuse = ffp_attrib_diffuse;\n"

l_.str.1:                               ; @.str.1
	.asciz	"ffp_varying_specular = ffp_attrib_specular;\n"

l_.str.2:                               ; @.str.2
	.asciz	"vec3 ambient = ffp_light_ambient;\n"

l_.str.3:                               ; @.str.3
	.asciz	"vec3 diffuse = vec3(0.0);\n"

l_.str.4:                               ; @.str.4
	.asciz	"vec4 specular = vec4(0.0);\n"

l_.str.5:                               ; @.str.5
	.asciz	"vec3 dir, dst;\n"

l_.str.6:                               ; @.str.6
	.asciz	"float att, t;\n"

l_.str.7:                               ; @.str.7
	.asciz	"ffp_material.ambient"

l_.str.8:                               ; @.str.8
	.asciz	"ffp_material.diffuse"

l_.str.9:                               ; @.str.9
	.asciz	"ffp_material.specular"

l_.str.10:                              ; @.str.10
	.asciz	"ffp_material.emissive"

l_.str.11:                              ; @.str.11
	.asciz	"dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n"

l_.str.12:                              ; @.str.12
	.asciz	"dst.z = dot(dir, dir);\n"

l_.str.13:                              ; @.str.13
	.asciz	"dst.y = sqrt(dst.z);\n"

l_.str.14:                              ; @.str.14
	.asciz	"dst.x = 1.0;\n"

l_.str.15:                              ; @.str.15
	.asciz	"dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n"

l_.str.16:                              ; @.str.16
	.asciz	"dst.z = dst.y * dst.y;\n"

l_.str.17:                              ; @.str.17
	.asciz	"if (dst.y > 0.0)\n{\n"

l_.str.18:                              ; @.str.18
	.asciz	"if (dst.y <= ffp_light[%u].range)\n{\n"

l_.str.19:                              ; @.str.19
	.asciz	"att = dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

l_.str.20:                              ; @.str.20
	.asciz	"att = 1.0 / att;\n"

l_.str.21:                              ; @.str.21
	.asciz	"ambient += ffp_light[%u].ambient.xyz * att;\n"

l_.str.22:                              ; @.str.22
	.asciz	"}\n"

l_.str.23:                              ; @.str.23
	.asciz	"dir = normalize(dir);\n"

l_.str.24:                              ; @.str.24
	.asciz	"t = dot(-dir, normalize(ffp_light[%u].direction));\n"

l_.str.25:                              ; @.str.25
	.asciz	"if (t > ffp_light[%u].cos_htheta) att = 1.0;\n"

l_.str.26:                              ; @.str.26
	.asciz	"else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n"

l_.str.27:                              ; @.str.27
	.asciz	"else att = pow((t - ffp_light[%u].cos_hphi) / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n"

l_.str.28:                              ; @.str.28
	.asciz	"att *= dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

l_.str.29:                              ; @.str.29
	.asciz	"att /= dot(dst.xyz, vec3(ffp_light[%u].c_att, ffp_light[%u].l_att, ffp_light[%u].q_att));\n"

l_.str.30:                              ; @.str.30
	.asciz	"ambient += ffp_light[%u].ambient.xyz;\n"

l_.str.31:                              ; @.str.31
	.asciz	"att = 1.0;\n"

l_.str.32:                              ; @.str.32
	.asciz	"dir = normalize(ffp_light[%u].direction.xyz);\n"

l_.str.33:                              ; @.str.33
	.asciz	"dir = normalize(ffp_light[%u].position.xyz);\n"

l_.str.34:                              ; @.str.34
	.asciz	"ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n"

l_.str.35:                              ; @.str.35
	.asciz	"ffp_varying_diffuse.w = %s.w;\n"

l_.str.36:                              ; @.str.36
	.asciz	"ffp_varying_specular = %s * specular;\n"

	.no_dead_strip	_shader_glsl_ffp_vertex_lighting
.subsections_via_symbols
