	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_ffp_vertex_shader
_shader_glsl_generate_ffp_vertex_shader: ## @shader_glsl_generate_ffp_vertex_shader
	.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	$120, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r15
	movq	%rsi, %r14
	movq	%rdi, %rbx
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	%rdx, %rdi
	callq	_needs_legacy_glsl_syntax
	movq	%rax, -136(%rbp)                ## 8-byte Spill
	movq	(%rbx), %rax
	movq	%rax, -152(%rbp)                ## 8-byte Spill
	addq	$8, %rbx
	movq	%rbx, %rdi
	callq	_string_buffer_clear
	movq	%rbx, %rdi
	movq	%r15, %rsi
	callq	_shader_glsl_add_version_declaration
	movq	%r15, -144(%rbp)                ## 8-byte Spill
	movq	%r15, %rdi
	callq	_shader_glsl_use_explicit_attrib_location
	testq	%rax, %rax
	je	LBB0_2
## %bb.1:
	leaq	L_.str(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_2:
	movq	%r14, -128(%rbp)                ## 8-byte Spill
	movq	%rbx, -120(%rbp)                ## 8-byte Spill
	movq	_WINED3D_FFP_ATTRIBS_COUNT@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	movq	-144(%rbp), %r12                ## 8-byte Reload
	je	LBB0_7
## %bb.3:
	leaq	_shader_glsl_generate_ffp_vertex_shader.attrib_info(%rip), %r13
	xorl	%r15d, %r15d
	movq	-120(%rbp), %r14                ## 8-byte Reload
	jmp	LBB0_4
	.p2align	4, 0x90
LBB0_6:                                 ##   in Loop: Header=BB0_4 Depth=1
	movq	-144(%rbp), %r12                ## 8-byte Reload
	movq	%r12, %rdi
	callq	_get_attribute_keyword
	movq	%r14, %rdi
	leaq	L_.str.3(%rip), %rsi
	movl	%eax, %edx
	movq	%rbx, %rcx
	movl	%r15d, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	incq	%r15
	movq	_WINED3D_FFP_ATTRIBS_COUNT@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	addq	$30, %r13
	cmpq	%rax, %r15
	jae	LBB0_7
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	leaq	_shader_glsl_generate_ffp_vertex_shader.attrib_info(%rip), %rdi
	callq	_ARRAY_SIZE
	movl	%eax, %eax
	cmpq	%rax, %r15
	leaq	L_.str.1(%rip), %rbx
	cmovbq	%r13, %rbx
	movq	%r12, %rdi
	callq	_shader_glsl_use_explicit_attrib_location
	testq	%rax, %rax
	je	LBB0_6
## %bb.5:                               ##   in Loop: Header=BB0_4 Depth=1
	movq	%r14, %rdi
	leaq	L_.str.2(%rip), %rsi
	movl	%r15d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_6
LBB0_7:
	leaq	L_.str.4(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_MAX_VERTEX_INDEX_BLENDS@GOTPCREL(%rip), %r14
	movl	(%r14), %edx
	leaq	L_.str.5(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movl	(%r14), %edx
	leaq	L_.str.6(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.7(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	L_.str.8(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.9(%rip), %r15
	movq	%rbx, %rdi
	movq	%r15, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.10(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.11(%rip), %r14
	movq	%rbx, %rdi
	movq	%r14, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.12(%rip), %r13
	movq	%rbx, %rdi
	movq	%r13, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.13(%rip), %r12
	movq	%rbx, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.14(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.15(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.16(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%rbx, %rdi
	movq	%r15, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%rbx, %rdi
	movq	%r13, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%rbx, %rdi
	movq	%r12, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%rbx, %rdi
	movq	%r14, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.17(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.18(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.19(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.20(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.21(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.22(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.23(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.24(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.25(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_MAX_ACTIVE_LIGHTS@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	L_.str.26(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %r14                ## 8-byte Reload
	cmpq	$0, 40(%r14)
	je	LBB0_9
## %bb.8:
	leaq	L_.str.9(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.27(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.28(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.29(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.21(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.22(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.23(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.30(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_9:
	cmpq	$0, -136(%rbp)                  ## 8-byte Folded Reload
	movq	-144(%rbp), %r15                ## 8-byte Reload
	je	LBB0_11
## %bb.10:
	leaq	L_.str.31(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.32(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	L_.str.33(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.34(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_14
LBB0_11:
	cmpq	$0, 96(%r14)
	je	LBB0_13
## %bb.12:
	movl	8(%r15), %edx
	leaq	L_.str.35(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_13:
	movq	104(%r14), %rdx
	leaq	L_.str.31(%rip), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movq	104(%r14), %rdx
	leaq	L_.str.32(%rip), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movq	_FALSE@GOTPCREL(%rip), %r14
	movq	(%r14), %rdx
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %r8d
	leaq	L_.str.33(%rip), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
	movq	(%r14), %rdx
	leaq	L_.str.34(%rip), %rcx
	movq	%r15, %rdi
	movq	%rbx, %rsi
	xorl	%eax, %eax
	callq	_declare_out_varying
LBB0_14:
	leaq	L_.str.36(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.37(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.38(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	_shader_glsl_generate_ffp_vertex_shader.attrib_info(%rip), %r15
	movq	%r15, %rdi
	callq	_ARRAY_SIZE
	testl	%eax, %eax
	je	LBB0_19
## %bb.15:
	leaq	L_.str.41(%rip), %r14
	leaq	L_.str.39(%rip), %r12
	movq	%r15, %r13
	xorl	%ebx, %ebx
	jmp	LBB0_16
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_16 Depth=1
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	movq	%r12, %rsi
	movq	%r13, %rdx
	movl	%ebx, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	incq	%rbx
	movq	%r15, %rdi
	callq	_ARRAY_SIZE
	movl	%eax, %eax
	addq	$30, %r13
	cmpq	%rax, %rbx
	jae	LBB0_19
LBB0_16:                                ## =>This Inner Loop Header: Depth=1
	leaq	6(%r13), %rcx
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %eax
	btl	%ebx, %eax
	movq	%r14, %r9
	jae	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_16 Depth=1
	leaq	L_.str.40(%rip), %r9
	jmp	LBB0_18
LBB0_19:
	movq	-128(%rbp), %r12                ## 8-byte Reload
	movl	20(%r12), %edx
	leaq	L_.str.43(%rip), %rsi
	movq	-120(%rbp), %r13                ## 8-byte Reload
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 48(%r12)
	je	LBB0_21
## %bb.20:
	leaq	L_.str.44(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.45(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.46(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-144(%rbp), %r14                ## 8-byte Reload
	jmp	LBB0_37
LBB0_21:
	cmpl	$0, 80(%r12)
	je	LBB0_22
## %bb.30:
	leaq	L_.str.52(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_31:
	leaq	L_.str.45(%rip), %rsi
	movq	-120(%rbp), %r13                ## 8-byte Reload
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 96(%r12)
	movq	-144(%rbp), %r14                ## 8-byte Reload
	je	LBB0_36
## %bb.32:
	cmpq	$0, -136(%rbp)                  ## 8-byte Folded Reload
	je	LBB0_33
## %bb.72:
	leaq	L_.str.53(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_36
LBB0_22:
	movl	20(%r12), %edx
	testl	%edx, %edx
	je	LBB0_25
## %bb.23:
	leaq	L_.str.47(%rip), %r15
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_24:                                ## =>This Inner Loop Header: Depth=1
	movq	%r13, %rdi
	movq	%r15, %rsi
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	movl	20(%r12), %edx
	cmpl	%edx, %ebx
	jb	LBB0_24
LBB0_25:
	leaq	L_.str.48(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$-1, 20(%r12)
	je	LBB0_31
## %bb.26:
	leaq	L_.str.50(%rip), %r14
	leaq	-112(%rbp), %r13
	leaq	L_.str.51(%rip), %r15
	xorl	%ebx, %ebx
	jmp	LBB0_27
	.p2align	4, 0x90
LBB0_29:                                ##   in Loop: Header=BB0_27 Depth=1
	movq	%r13, %rdi
	movl	%ebx, %edx
	callq	_sprintf
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	movq	%r15, %rsi
	movl	%ebx, %edx
	movq	%r13, %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	movq	-128(%rbp), %r12                ## 8-byte Reload
	movl	20(%r12), %eax
	incl	%eax
	cmpl	%eax, %ebx
	jae	LBB0_31
LBB0_27:                                ## =>This Inner Loop Header: Depth=1
	cmpq	$0, 72(%r12)
	movq	%r14, %rsi
	je	LBB0_29
## %bb.28:                              ##   in Loop: Header=BB0_27 Depth=1
	leaq	L_.str.49(%rip), %rsi
	jmp	LBB0_29
LBB0_33:
	cmpl	$0, 8(%r14)
	je	LBB0_36
## %bb.34:
	leaq	L_.str.54(%rip), %r15
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_35:                                ## =>This Inner Loop Header: Depth=1
	movq	%r13, %rdi
	movq	%r15, %rsi
	movl	%ebx, %edx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	cmpl	8(%r14), %ebx
	jb	LBB0_35
LBB0_36:
	leaq	L_.str.55(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_37:
	leaq	L_.str.56(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 88(%r12)
	je	LBB0_47
## %bb.38:
	cmpl	$0, 80(%r12)
	je	LBB0_39
## %bb.44:
	leaq	L_.str.58(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r12, %rcx
LBB0_45:
	cmpq	$0, 64(%rcx)
	movq	-144(%rbp), %r14                ## 8-byte Reload
	movq	-120(%rbp), %r13                ## 8-byte Reload
	movq	%rcx, %r12
	je	LBB0_47
## %bb.46:
	leaq	L_.str.59(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_47:
	movq	%r13, %rdi
	movq	%r12, %rsi
	movq	-152(%rbp), %rdx                ## 8-byte Reload
	callq	_shader_glsl_ffp_vertex_lighting
	cmpq	$0, -136(%rbp)                  ## 8-byte Folded Reload
	leaq	L_.str.62(%rip), %rax
	leaq	L_.str.60(%rip), %rsi
	cmoveq	%rax, %rsi
	leaq	L_.str.63(%rip), %rax
	leaq	L_.str.61(%rip), %rbx
	cmoveq	%rax, %rbx
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r13, %rdi
	movq	%rbx, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	cmpl	$0, (%rax)
	je	LBB0_52
## %bb.48:
	leaq	L_.str.72(%rip), %r12
	leaq	L_.str.73(%rip), %r15
	xorl	%ebx, %ebx
	jmp	LBB0_49
	.p2align	4, 0x90
LBB0_51:                                ##   in Loop: Header=BB0_49 Depth=1
	incq	%rbx
	movq	_MAX_TEXTURES@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	cmpq	%rax, %rbx
	jae	LBB0_52
LBB0_49:                                ## =>This Inner Loop Header: Depth=1
	movq	-128(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %rax
	movl	(%rax,%rbx,4), %esi
	movq	%r12, %rdi
	callq	_ERR
	cmpq	$0, -136(%rbp)                  ## 8-byte Folded Reload
	je	LBB0_51
## %bb.50:                              ##   in Loop: Header=BB0_49 Depth=1
	movq	%r13, %rdi
	movq	%r15, %rsi
	movl	%ebx, %edx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_51
LBB0_52:
	movq	-128(%rbp), %rbx                ## 8-byte Reload
	movl	24(%rbx), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	ja	LBB0_65
## %bb.53:
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_57:
	leaq	L_.str.75(%rip), %rsi
	jmp	LBB0_56
LBB0_39:
	cmpl	$-1, 20(%r12)
	movq	%r12, %rcx
	je	LBB0_45
## %bb.40:
	leaq	L_.str.50(%rip), %r14
	leaq	L_.str.49(%rip), %r13
	leaq	-112(%rbp), %r12
	leaq	L_.str.57(%rip), %r15
	xorl	%ebx, %ebx
	jmp	LBB0_41
	.p2align	4, 0x90
LBB0_43:                                ##   in Loop: Header=BB0_41 Depth=1
	movq	%r12, %rdi
	movl	%ebx, %edx
	callq	_sprintf
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	movq	%r15, %rsi
	movl	%ebx, %edx
	movq	%r12, %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	movq	-128(%rbp), %rcx                ## 8-byte Reload
	movl	20(%rcx), %eax
	incl	%eax
	cmpl	%eax, %ebx
	jae	LBB0_45
LBB0_41:                                ## =>This Inner Loop Header: Depth=1
	cmpq	$0, 72(%rcx)
	movq	%r14, %rsi
	je	LBB0_43
## %bb.42:                              ##   in Loop: Header=BB0_41 Depth=1
	movq	%r13, %rsi
	jmp	LBB0_43
LBB0_65:
	leaq	L_.str.80(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_ERR
	jmp	LBB0_66
LBB0_54:
	movq	_FALSE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -136(%rbp)                ## 8-byte Spill
	jmp	LBB0_66
LBB0_55:
	leaq	L_.str.74(%rip), %rsi
	jmp	LBB0_56
LBB0_58:
	cmpl	$0, 56(%rbx)
	je	LBB0_62
## %bb.59:
	movq	(%r14), %rax
	movq	_ARB_CLIP_CONTROL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	je	LBB0_61
## %bb.60:
	leaq	L_.str.76(%rip), %rsi
	jmp	LBB0_56
LBB0_62:
	cmpq	$0, 48(%rbx)
	je	LBB0_64
## %bb.63:
	leaq	L_.str.78(%rip), %rsi
	jmp	LBB0_56
LBB0_61:
	leaq	L_.str.77(%rip), %rsi
	jmp	LBB0_56
LBB0_64:
	leaq	L_.str.79(%rip), %rsi
LBB0_56:
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_66:
	cmpq	$0, -136(%rbp)                  ## 8-byte Folded Reload
	je	LBB0_68
## %bb.67:
	leaq	L_.str.81(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_68:
	cmpq	$0, 40(%rbx)
	je	LBB0_70
## %bb.69:
	cmpq	$0, 32(%rbx)
	leaq	L_.str.84(%rip), %rax
	leaq	L_.str.83(%rip), %rdx
	cmoveq	%rax, %rdx
	leaq	L_.str.82(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.85(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_70:
	leaq	L_.str.86(%rip), %rsi
	movq	%r13, %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
	movl	(%r13), %edx
	movq	%r14, %rdi
	movl	%eax, %esi
	callq	_shader_glsl_compile
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_73
## %bb.71:
	movl	%ebx, %eax
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_73:
	callq	___stack_chk_fail
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_57, LBB0_57-LJTI0_0
.set L0_0_set_54, LBB0_54-LJTI0_0
.set L0_0_set_55, LBB0_55-LJTI0_0
.set L0_0_set_58, LBB0_58-LJTI0_0
LJTI0_0:
	.long	L0_0_set_57
	.long	L0_0_set_54
	.long	L0_0_set_55
	.long	L0_0_set_58
	.end_data_region
                                        ## -- End function
	.section	__TEXT,__const
	.p2align	4                               ## @shader_glsl_generate_ffp_vertex_shader.attrib_info
_shader_glsl_generate_ffp_vertex_shader.attrib_info:
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_position\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_blendweight\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_blendindices"
	.asciz	"vec3\000"
	.asciz	"ffp_attrib_normal\000\000\000\000\000\000"
	.asciz	"float"
	.asciz	"ffp_attrib_psize\000\000\000\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_diffuse\000\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_specular\000\000\000\000"

	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"#extension GL_ARB_explicit_attrib_location : enable\n"

	.comm	_WINED3D_FFP_ATTRIBS_COUNT,4,2  ## @WINED3D_FFP_ATTRIBS_COUNT
L_.str.1:                               ## @.str.1
	.asciz	"vec4"

L_.str.2:                               ## @.str.2
	.asciz	"layout(location = %u) "

L_.str.3:                               ## @.str.3
	.asciz	"%s %s vs_in%u;\n"

L_.str.4:                               ## @.str.4
	.asciz	"\n"

L_.str.5:                               ## @.str.5
	.asciz	"uniform mat4 ffp_modelview_matrix[%u];\n"

	.comm	_MAX_VERTEX_INDEX_BLENDS,4,2    ## @MAX_VERTEX_INDEX_BLENDS
L_.str.6:                               ## @.str.6
	.asciz	"uniform mat3 ffp_normal_matrix[%u];\n"

L_.str.7:                               ## @.str.7
	.asciz	"uniform mat4 ffp_projection_matrix;\n"

L_.str.8:                               ## @.str.8
	.asciz	"uniform mat4 ffp_texture_matrix[%u];\n"

	.comm	_MAX_TEXTURES,4,2               ## @MAX_TEXTURES
L_.str.9:                               ## @.str.9
	.asciz	"uniform struct\n{\n"

L_.str.10:                              ## @.str.10
	.asciz	"    vec4 emissive;\n"

L_.str.11:                              ## @.str.11
	.asciz	"    vec4 ambient;\n"

L_.str.12:                              ## @.str.12
	.asciz	"    vec4 diffuse;\n"

L_.str.13:                              ## @.str.13
	.asciz	"    vec4 specular;\n"

L_.str.14:                              ## @.str.14
	.asciz	"    float shininess;\n"

L_.str.15:                              ## @.str.15
	.asciz	"} ffp_material;\n"

L_.str.16:                              ## @.str.16
	.asciz	"uniform vec3 ffp_light_ambient;\n"

L_.str.17:                              ## @.str.17
	.asciz	"    vec4 position;\n"

L_.str.18:                              ## @.str.18
	.asciz	"    vec3 direction;\n"

L_.str.19:                              ## @.str.19
	.asciz	"    float range;\n"

L_.str.20:                              ## @.str.20
	.asciz	"    float falloff;\n"

L_.str.21:                              ## @.str.21
	.asciz	"    float c_att;\n"

L_.str.22:                              ## @.str.22
	.asciz	"    float l_att;\n"

L_.str.23:                              ## @.str.23
	.asciz	"    float q_att;\n"

L_.str.24:                              ## @.str.24
	.asciz	"    float cos_htheta;\n"

L_.str.25:                              ## @.str.25
	.asciz	"    float cos_hphi;\n"

L_.str.26:                              ## @.str.26
	.asciz	"} ffp_light[%u];\n"

	.comm	_MAX_ACTIVE_LIGHTS,4,2          ## @MAX_ACTIVE_LIGHTS
L_.str.27:                              ## @.str.27
	.asciz	"    float size;\n"

L_.str.28:                              ## @.str.28
	.asciz	"    float size_min;\n"

L_.str.29:                              ## @.str.29
	.asciz	"    float size_max;\n"

L_.str.30:                              ## @.str.30
	.asciz	"} ffp_point;\n"

L_.str.31:                              ## @.str.31
	.asciz	"vec4 ffp_varying_diffuse;\n"

L_.str.32:                              ## @.str.32
	.asciz	"vec4 ffp_varying_specular;\n"

L_.str.33:                              ## @.str.33
	.asciz	"vec4 ffp_varying_texcoord[%u];\n"

L_.str.34:                              ## @.str.34
	.asciz	"float ffp_varying_fogcoord;\n"

L_.str.35:                              ## @.str.35
	.asciz	"uniform vec4 clip_planes[%u];\n"

	.comm	_FALSE,8,3                      ## @FALSE
L_.str.36:                              ## @.str.36
	.asciz	"\nvoid main()\n{\n"

L_.str.37:                              ## @.str.37
	.asciz	"float m;\n"

L_.str.38:                              ## @.str.38
	.asciz	"vec3 r;\n"

L_.str.39:                              ## @.str.39
	.asciz	"%s %s = vs_in%u%s;\n"

L_.str.40:                              ## @.str.40
	.asciz	".zyxw"

L_.str.41:                              ## @.str.41
	.space	1

	.comm	_WINED3D_FFP_TEXCOORD0,8,3      ## @WINED3D_FFP_TEXCOORD0
L_.str.43:                              ## @.str.43
	.asciz	"ffp_attrib_blendweight[%u] = 1.0;\n"

L_.str.44:                              ## @.str.44
	.asciz	"vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n"

L_.str.45:                              ## @.str.45
	.asciz	"gl_Position = ffp_projection_matrix * ec_pos;\n"

L_.str.46:                              ## @.str.46
	.asciz	"if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n"

L_.str.47:                              ## @.str.47
	.asciz	"ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n"

L_.str.48:                              ## @.str.48
	.asciz	"vec4 ec_pos = vec4(0.0);\n"

L_.str.49:                              ## @.str.49
	.asciz	"int(ffp_attrib_blendindices[%u] + 0.1)"

L_.str.50:                              ## @.str.50
	.asciz	"%u"

L_.str.51:                              ## @.str.51
	.asciz	"ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%s] * ffp_attrib_position);\n"

L_.str.52:                              ## @.str.52
	.asciz	"vec4 ec_pos = ffp_attrib_position;\n"

L_.str.53:                              ## @.str.53
	.asciz	"gl_ClipVertex = ec_pos;\n"

L_.str.54:                              ## @.str.54
	.asciz	"gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n"

L_.str.55:                              ## @.str.55
	.asciz	"ec_pos /= ec_pos.w;\n"

L_.str.56:                              ## @.str.56
	.asciz	"vec3 normal = vec3(0.0);\n"

L_.str.57:                              ## @.str.57
	.asciz	"normal += ffp_attrib_blendweight[%u] * (ffp_normal_matrix[%s] * ffp_attrib_normal);\n"

L_.str.58:                              ## @.str.58
	.asciz	"normal = ffp_attrib_normal;\n"

L_.str.59:                              ## @.str.59
	.asciz	"normal = normalize(normal);\n"

L_.str.60:                              ## @.str.60
	.asciz	"gl_FrontColor = ffp_varying_diffuse;\n"

L_.str.61:                              ## @.str.61
	.asciz	"gl_FrontSecondaryColor = ffp_varying_specular;\n"

L_.str.62:                              ## @.str.62
	.asciz	"ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n"

L_.str.63:                              ## @.str.63
	.asciz	"ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n"

L_.str.72:                              ## @.str.72
	.asciz	"Unhandled texgen %#x.\n"

L_.str.73:                              ## @.str.73
	.asciz	"gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n"

L_.str.74:                              ## @.str.74
	.asciz	"ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n"

L_.str.75:                              ## @.str.75
	.asciz	"ffp_varying_fogcoord = length(ec_pos.xyz);\n"

	.comm	_ARB_CLIP_CONTROL,8,3           ## @ARB_CLIP_CONTROL
L_.str.76:                              ## @.str.76
	.asciz	"ffp_varying_fogcoord = gl_Position.z;\n"

L_.str.77:                              ## @.str.77
	.asciz	"ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n"

L_.str.78:                              ## @.str.78
	.asciz	"ffp_varying_fogcoord = ec_pos.z;\n"

L_.str.79:                              ## @.str.79
	.asciz	"ffp_varying_fogcoord = abs(ec_pos.z);\n"

L_.str.80:                              ## @.str.80
	.asciz	"Unhandled fog mode %#x.\n"

L_.str.81:                              ## @.str.81
	.asciz	"gl_FogFragCoord = ffp_varying_fogcoord;\n"

L_.str.82:                              ## @.str.82
	.asciz	"gl_PointSize = %s / sqrt(ffp_point.c_att + ffp_point.l_att * length(ec_pos.xyz) + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n"

L_.str.83:                              ## @.str.83
	.asciz	"ffp_attrib_psize"

L_.str.84:                              ## @.str.84
	.asciz	"ffp_point.size"

L_.str.85:                              ## @.str.85
	.asciz	"gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n"

L_.str.86:                              ## @.str.86
	.asciz	"}\n"

	.comm	_GL_VERTEX_SHADER,4,2           ## @GL_VERTEX_SHADER
	.no_dead_strip	_shader_glsl_generate_ffp_vertex_shader
.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_ffp_vertex_shader
_shader_glsl_generate_ffp_vertex_shader: ; @shader_glsl_generate_ffp_vertex_shader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #240
	.cfi_def_cfa_offset 240
	stp	x28, x27, [sp, #144]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #160]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #176]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #192]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #208]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #224]            ; 16-byte Folded Spill
	add	x29, sp, #224
	.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, x2
	str	x1, [sp, #48]                   ; 8-byte Folded Spill
	mov	x20, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-88]
	mov	x0, x2
	bl	_needs_legacy_glsl_syntax
	str	x0, [sp, #56]                   ; 8-byte Folded Spill
	ldr	x8, [x20], #8
	str	x8, [sp, #40]                   ; 8-byte Folded Spill
	mov	x0, x20
	bl	_string_buffer_clear
	mov	x0, x20
	mov	x1, x19
	bl	_shader_glsl_add_version_declaration
	str	x19, [sp, #64]                  ; 8-byte Folded Spill
	mov	x0, x19
	bl	_shader_glsl_use_explicit_attrib_location
	cbz	x0, LBB0_2
; %bb.1:
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_2:
Lloh5:
	adrp	x27, _WINED3D_FFP_ATTRIBS_COUNT@GOTPAGE
Lloh6:
	ldr	x27, [x27, _WINED3D_FFP_ATTRIBS_COUNT@GOTPAGEOFF]
	ldr	w8, [x27]
	ldr	x21, [sp, #64]                  ; 8-byte Folded Reload
	cbz	w8, LBB0_7
; %bb.3:
	mov	x28, #0
Lloh7:
	adrp	x22, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGE
Lloh8:
	add	x22, x22, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGEOFF
Lloh9:
	adrp	x23, l_.str.1@PAGE
Lloh10:
	add	x23, x23, l_.str.1@PAGEOFF
Lloh11:
	adrp	x25, l_.str.3@PAGE
Lloh12:
	add	x25, x25, l_.str.3@PAGEOFF
Lloh13:
	adrp	x26, l_.str.2@PAGE
Lloh14:
	add	x26, x26, l_.str.2@PAGEOFF
	mov	x24, x22
	b	LBB0_5
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldr	x21, [sp, #64]                  ; 8-byte Folded Reload
	mov	x0, x21
	bl	_get_attribute_keyword
                                        ; kill: def $w0 killed $w0 def $x0
	stp	x19, x28, [sp, #8]
	str	x0, [sp]
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
	add	x28, x28, #1
	ldr	w8, [x27]
	add	x24, x24, #30
	cmp	x28, x8
	b.hs	LBB0_7
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x22
	bl	_ARRAY_SIZE
	cmp	x28, w0, uxtw
	csel	x19, x24, x23, lo
	mov	x0, x21
	bl	_shader_glsl_use_explicit_attrib_location
	cbz	x0, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	str	x28, [sp]
	mov	x0, x20
	mov	x1, x26
	bl	_shader_addline
	b	LBB0_4
LBB0_7:
Lloh15:
	adrp	x1, l_.str.4@PAGE
Lloh16:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh17:
	adrp	x19, _MAX_VERTEX_INDEX_BLENDS@GOTPAGE
Lloh18:
	ldr	x19, [x19, _MAX_VERTEX_INDEX_BLENDS@GOTPAGEOFF]
	ldr	w8, [x19]
	str	x8, [sp]
Lloh19:
	adrp	x1, l_.str.5@PAGE
Lloh20:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	w8, [x19]
	str	x8, [sp]
Lloh21:
	adrp	x1, l_.str.6@PAGE
Lloh22:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh23:
	adrp	x1, l_.str.7@PAGE
Lloh24:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh25:
	adrp	x28, _MAX_TEXTURES@GOTPAGE
Lloh26:
	ldr	x28, [x28, _MAX_TEXTURES@GOTPAGEOFF]
	ldr	w8, [x28]
	str	x8, [sp]
Lloh27:
	adrp	x1, l_.str.8@PAGE
Lloh28:
	add	x1, x1, l_.str.8@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh29:
	adrp	x24, l_.str.9@PAGE
Lloh30:
	add	x24, x24, l_.str.9@PAGEOFF
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
Lloh31:
	adrp	x1, l_.str.10@PAGE
Lloh32:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh33:
	adrp	x25, l_.str.11@PAGE
Lloh34:
	add	x25, x25, l_.str.11@PAGEOFF
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
Lloh35:
	adrp	x26, l_.str.12@PAGE
Lloh36:
	add	x26, x26, l_.str.12@PAGEOFF
	mov	x0, x20
	mov	x1, x26
	bl	_shader_addline
Lloh37:
	adrp	x27, l_.str.13@PAGE
Lloh38:
	add	x27, x27, l_.str.13@PAGEOFF
	mov	x0, x20
	mov	x1, x27
	bl	_shader_addline
Lloh39:
	adrp	x1, l_.str.14@PAGE
Lloh40:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh41:
	adrp	x1, l_.str.15@PAGE
Lloh42:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh43:
	adrp	x1, l_.str.16@PAGE
Lloh44:
	add	x1, x1, l_.str.16@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
	mov	x0, x20
	mov	x1, x26
	bl	_shader_addline
	mov	x0, x20
	mov	x1, x27
	bl	_shader_addline
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
Lloh45:
	adrp	x1, l_.str.17@PAGE
Lloh46:
	add	x1, x1, l_.str.17@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh47:
	adrp	x1, l_.str.18@PAGE
Lloh48:
	add	x1, x1, l_.str.18@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh49:
	adrp	x1, l_.str.19@PAGE
Lloh50:
	add	x1, x1, l_.str.19@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh51:
	adrp	x1, l_.str.20@PAGE
Lloh52:
	add	x1, x1, l_.str.20@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh53:
	adrp	x1, l_.str.21@PAGE
Lloh54:
	add	x1, x1, l_.str.21@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh55:
	adrp	x1, l_.str.22@PAGE
Lloh56:
	add	x1, x1, l_.str.22@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh57:
	adrp	x1, l_.str.23@PAGE
Lloh58:
	add	x1, x1, l_.str.23@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh59:
	adrp	x1, l_.str.24@PAGE
Lloh60:
	add	x1, x1, l_.str.24@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh61:
	adrp	x1, l_.str.25@PAGE
Lloh62:
	add	x1, x1, l_.str.25@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh63:
	adrp	x8, _MAX_ACTIVE_LIGHTS@GOTPAGE
Lloh64:
	ldr	x8, [x8, _MAX_ACTIVE_LIGHTS@GOTPAGEOFF]
Lloh65:
	ldr	w8, [x8]
	str	x8, [sp]
Lloh66:
	adrp	x1, l_.str.26@PAGE
Lloh67:
	add	x1, x1, l_.str.26@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x21, [sp, #48]                  ; 8-byte Folded Reload
	ldr	x8, [x21, #40]
	cbz	x8, LBB0_9
; %bb.8:
Lloh68:
	adrp	x1, l_.str.9@PAGE
Lloh69:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh70:
	adrp	x1, l_.str.27@PAGE
Lloh71:
	add	x1, x1, l_.str.27@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh72:
	adrp	x1, l_.str.28@PAGE
Lloh73:
	add	x1, x1, l_.str.28@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh74:
	adrp	x1, l_.str.29@PAGE
Lloh75:
	add	x1, x1, l_.str.29@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh76:
	adrp	x1, l_.str.21@PAGE
Lloh77:
	add	x1, x1, l_.str.21@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh78:
	adrp	x1, l_.str.22@PAGE
Lloh79:
	add	x1, x1, l_.str.22@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh80:
	adrp	x1, l_.str.23@PAGE
Lloh81:
	add	x1, x1, l_.str.23@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh82:
	adrp	x1, l_.str.30@PAGE
Lloh83:
	add	x1, x1, l_.str.30@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_9:
	ldp	x19, x22, [sp, #56]             ; 16-byte Folded Reload
	cbz	x19, LBB0_11
; %bb.10:
Lloh84:
	adrp	x1, l_.str.31@PAGE
Lloh85:
	add	x1, x1, l_.str.31@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh86:
	adrp	x1, l_.str.32@PAGE
Lloh87:
	add	x1, x1, l_.str.32@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	w8, [x28]
	str	x8, [sp]
Lloh88:
	adrp	x1, l_.str.33@PAGE
Lloh89:
	add	x1, x1, l_.str.33@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh90:
	adrp	x1, l_.str.34@PAGE
Lloh91:
	add	x1, x1, l_.str.34@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	b	LBB0_14
LBB0_11:
	ldr	x8, [x21, #96]
	cbz	x8, LBB0_13
; %bb.12:
	ldr	w8, [x22, #8]
	str	x8, [sp]
Lloh92:
	adrp	x1, l_.str.35@PAGE
Lloh93:
	add	x1, x1, l_.str.35@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_13:
	ldr	x2, [x21, #104]
Lloh94:
	adrp	x3, l_.str.31@PAGE
Lloh95:
	add	x3, x3, l_.str.31@PAGEOFF
	mov	x0, x22
	mov	x1, x20
	bl	_declare_out_varying
	ldr	x2, [x21, #104]
Lloh96:
	adrp	x3, l_.str.32@PAGE
Lloh97:
	add	x3, x3, l_.str.32@PAGEOFF
	mov	x0, x22
	mov	x1, x20
	bl	_declare_out_varying
Lloh98:
	adrp	x19, _FALSE@GOTPAGE
Lloh99:
	ldr	x19, [x19, _FALSE@GOTPAGEOFF]
	ldr	x2, [x19]
	ldr	w8, [x28]
	str	x8, [sp]
Lloh100:
	adrp	x3, l_.str.33@PAGE
Lloh101:
	add	x3, x3, l_.str.33@PAGEOFF
	mov	x0, x22
	mov	x1, x20
	bl	_declare_out_varying
	ldr	x2, [x19]
Lloh102:
	adrp	x3, l_.str.34@PAGE
Lloh103:
	add	x3, x3, l_.str.34@PAGEOFF
	mov	x0, x22
	mov	x1, x20
	bl	_declare_out_varying
	ldr	x19, [sp, #56]                  ; 8-byte Folded Reload
LBB0_14:
Lloh104:
	adrp	x1, l_.str.36@PAGE
Lloh105:
	add	x1, x1, l_.str.36@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh106:
	adrp	x1, l_.str.37@PAGE
Lloh107:
	add	x1, x1, l_.str.37@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh108:
	adrp	x1, l_.str.38@PAGE
Lloh109:
	add	x1, x1, l_.str.38@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh110:
	adrp	x0, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGE
Lloh111:
	add	x0, x0, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGEOFF
	bl	_ARRAY_SIZE
	cbz	w0, LBB0_17
; %bb.15:
	mov	x22, #0
Lloh112:
	adrp	x24, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGE
Lloh113:
	add	x24, x24, _shader_glsl_generate_ffp_vertex_shader.attrib_info@PAGEOFF
Lloh114:
	adrp	x23, l_.str.40@PAGE
Lloh115:
	add	x23, x23, l_.str.40@PAGEOFF
Lloh116:
	adrp	x26, l_.str.41@PAGE
Lloh117:
	add	x26, x26, l_.str.41@PAGEOFF
Lloh118:
	adrp	x25, l_.str.39@PAGE
Lloh119:
	add	x25, x25, l_.str.39@PAGEOFF
	mov	x27, x24
LBB0_16:                                ; =>This Inner Loop Header: Depth=1
	add	x8, x27, #6
	ldr	w9, [x21]
	lsr	w9, w9, w22
	tst	w9, #0x1
	csel	x9, x26, x23, eq
	stp	x27, x8, [sp]
	stp	x22, x9, [sp, #16]
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
	add	x22, x22, #1
	mov	x0, x24
	bl	_ARRAY_SIZE
	add	x27, x27, #30
	cmp	x22, w0, uxtw
	b.lo	LBB0_16
LBB0_17:
	ldr	w8, [x21, #20]
	str	x8, [sp]
Lloh120:
	adrp	x1, l_.str.43@PAGE
Lloh121:
	add	x1, x1, l_.str.43@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x21, #48]
	cbz	x8, LBB0_19
; %bb.18:
Lloh122:
	adrp	x1, l_.str.44@PAGE
Lloh123:
	add	x1, x1, l_.str.44@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh124:
	adrp	x1, l_.str.45@PAGE
Lloh125:
	add	x1, x1, l_.str.45@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh126:
	adrp	x1, l_.str.46@PAGE
Lloh127:
	add	x1, x1, l_.str.46@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x27, [sp, #64]                  ; 8-byte Folded Reload
	b	LBB0_34
LBB0_19:
	ldr	w8, [x21, #80]
	cbz	w8, LBB0_21
; %bb.20:
Lloh128:
	adrp	x1, l_.str.52@PAGE
Lloh129:
	add	x1, x1, l_.str.52@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x27, [sp, #64]                  ; 8-byte Folded Reload
	b	LBB0_27
LBB0_21:
	ldr	w8, [x21, #20]
	ldr	x27, [sp, #64]                  ; 8-byte Folded Reload
	cbz	w8, LBB0_24
; %bb.22:
	mov	w22, #0
Lloh130:
	adrp	x24, l_.str.47@PAGE
Lloh131:
	add	x24, x24, l_.str.47@PAGEOFF
LBB0_23:                                ; =>This Inner Loop Header: Depth=1
	stp	x8, x22, [sp]
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
	add	w22, w22, #1
	ldr	w8, [x21, #20]
	cmp	w22, w8
	b.lo	LBB0_23
LBB0_24:
Lloh132:
	adrp	x1, l_.str.48@PAGE
Lloh133:
	add	x1, x1, l_.str.48@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	w8, [x21, #20]
	cmn	w8, #1
	b.eq	LBB0_27
; %bb.25:
	mov	w24, #0
Lloh134:
	adrp	x22, l_.str.49@PAGE
Lloh135:
	add	x22, x22, l_.str.49@PAGEOFF
Lloh136:
	adrp	x23, l_.str.50@PAGE
Lloh137:
	add	x23, x23, l_.str.50@PAGEOFF
	add	x26, sp, #72
Lloh138:
	adrp	x25, l_.str.51@PAGE
Lloh139:
	add	x25, x25, l_.str.51@PAGEOFF
LBB0_26:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #72]
	cmp	x8, #0
	csel	x1, x23, x22, eq
	add	x0, sp, #72
	mov	x2, x24
	bl	_sprintf
	stp	x24, x26, [sp]
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
	add	w24, w24, #1
	ldr	w8, [x21, #20]
	add	w8, w8, #1
	cmp	w24, w8
	b.lo	LBB0_26
LBB0_27:
Lloh140:
	adrp	x1, l_.str.45@PAGE
Lloh141:
	add	x1, x1, l_.str.45@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x21, #96]
	cbz	x8, LBB0_33
; %bb.28:
	ldr	x8, [sp, #56]                   ; 8-byte Folded Reload
	cbz	x8, LBB0_30
; %bb.29:
Lloh142:
	adrp	x1, l_.str.53@PAGE
Lloh143:
	add	x1, x1, l_.str.53@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	b	LBB0_33
LBB0_30:
	ldr	w8, [x27, #8]
	cbz	w8, LBB0_33
; %bb.31:
	mov	w19, #0
Lloh144:
	adrp	x24, l_.str.54@PAGE
Lloh145:
	add	x24, x24, l_.str.54@PAGEOFF
LBB0_32:                                ; =>This Inner Loop Header: Depth=1
	stp	x19, x19, [sp]
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
	add	w19, w19, #1
	ldr	w8, [x27, #8]
	cmp	w19, w8
	b.lo	LBB0_32
LBB0_33:
Lloh146:
	adrp	x1, l_.str.55@PAGE
Lloh147:
	add	x1, x1, l_.str.55@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x19, [sp, #56]                  ; 8-byte Folded Reload
LBB0_34:
Lloh148:
	adrp	x1, l_.str.56@PAGE
Lloh149:
	add	x1, x1, l_.str.56@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x21, #88]
	cbz	x8, LBB0_42
; %bb.35:
	ldr	w8, [x21, #80]
	cbz	w8, LBB0_37
; %bb.36:
Lloh150:
	adrp	x1, l_.str.58@PAGE
Lloh151:
	add	x1, x1, l_.str.58@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	b	LBB0_40
LBB0_37:
	ldr	w8, [x21, #20]
	cmn	w8, #1
	b.eq	LBB0_40
; %bb.38:
	mov	w24, #0
Lloh152:
	adrp	x22, l_.str.49@PAGE
Lloh153:
	add	x22, x22, l_.str.49@PAGEOFF
Lloh154:
	adrp	x23, l_.str.50@PAGE
Lloh155:
	add	x23, x23, l_.str.50@PAGEOFF
	add	x26, sp, #72
Lloh156:
	adrp	x25, l_.str.57@PAGE
Lloh157:
	add	x25, x25, l_.str.57@PAGEOFF
LBB0_39:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #72]
	cmp	x8, #0
	csel	x1, x23, x22, eq
	add	x0, sp, #72
	mov	x2, x24
	bl	_sprintf
	stp	x24, x26, [sp]
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
	add	w24, w24, #1
	ldr	w8, [x21, #20]
	add	w8, w8, #1
	cmp	w24, w8
	b.lo	LBB0_39
LBB0_40:
	ldr	x8, [x21, #64]
	cbz	x8, LBB0_42
; %bb.41:
Lloh158:
	adrp	x1, l_.str.59@PAGE
Lloh159:
	add	x1, x1, l_.str.59@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_42:
	mov	x0, x20
	mov	x1, x21
	ldr	x2, [sp, #40]                   ; 8-byte Folded Reload
	bl	_shader_glsl_ffp_vertex_lighting
Lloh160:
	adrp	x8, l_.str.60@PAGE
Lloh161:
	add	x8, x8, l_.str.60@PAGEOFF
Lloh162:
	adrp	x9, l_.str.62@PAGE
Lloh163:
	add	x9, x9, l_.str.62@PAGEOFF
	cmp	x19, #0
	csel	x1, x9, x8, eq
Lloh164:
	adrp	x8, l_.str.61@PAGE
Lloh165:
	add	x8, x8, l_.str.61@PAGEOFF
Lloh166:
	adrp	x9, l_.str.63@PAGE
Lloh167:
	add	x9, x9, l_.str.63@PAGEOFF
	csel	x23, x9, x8, eq
	mov	x0, x20
	bl	_shader_addline
	mov	x0, x20
	mov	x1, x23
	bl	_shader_addline
	ldr	w8, [x28]
	cbz	w8, LBB0_47
; %bb.43:
	mov	x22, #0
Lloh168:
	adrp	x23, l_.str.72@PAGE
Lloh169:
	add	x23, x23, l_.str.72@PAGEOFF
Lloh170:
	adrp	x24, l_.str.73@PAGE
Lloh171:
	add	x24, x24, l_.str.73@PAGEOFF
	b	LBB0_45
LBB0_44:                                ;   in Loop: Header=BB0_45 Depth=1
	add	x22, x22, #1
	ldr	w8, [x28]
	cmp	x22, x8
	b.hs	LBB0_47
LBB0_45:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #8]
	ldr	w1, [x8, x22, lsl #2]
	mov	x0, x23
	bl	_ERR
	cbz	x19, LBB0_44
; %bb.46:                               ;   in Loop: Header=BB0_45 Depth=1
	stp	x22, x22, [sp]
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
	b	LBB0_44
LBB0_47:
	ldr	w1, [x21, #24]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hi	LBB0_50
; %bb.48:
Lloh172:
	adrp	x9, lJTI0_0@PAGE
Lloh173:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_49
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_49:
Lloh174:
	adrp	x1, l_.str.75@PAGE
Lloh175:
	add	x1, x1, l_.str.75@PAGEOFF
	b	LBB0_60
LBB0_50:
Lloh176:
	adrp	x0, l_.str.80@PAGE
Lloh177:
	add	x0, x0, l_.str.80@PAGEOFF
	bl	_ERR
	b	LBB0_61
LBB0_51:
Lloh178:
	adrp	x8, _FALSE@GOTPAGE
Lloh179:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh180:
	ldr	x19, [x8]
	b	LBB0_61
LBB0_52:
Lloh181:
	adrp	x1, l_.str.74@PAGE
Lloh182:
	add	x1, x1, l_.str.74@PAGEOFF
	b	LBB0_60
LBB0_53:
	ldr	w8, [x21, #56]
	cbz	w8, LBB0_56
; %bb.54:
	ldr	x8, [x27]
Lloh183:
	adrp	x9, _ARB_CLIP_CONTROL@GOTPAGE
Lloh184:
	ldr	x9, [x9, _ARB_CLIP_CONTROL@GOTPAGEOFF]
Lloh185:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbz	w8, LBB0_58
; %bb.55:
Lloh186:
	adrp	x1, l_.str.76@PAGE
Lloh187:
	add	x1, x1, l_.str.76@PAGEOFF
	b	LBB0_60
LBB0_56:
	ldr	x8, [x21, #48]
	cbz	x8, LBB0_59
; %bb.57:
Lloh188:
	adrp	x1, l_.str.78@PAGE
Lloh189:
	add	x1, x1, l_.str.78@PAGEOFF
	b	LBB0_60
LBB0_58:
Lloh190:
	adrp	x1, l_.str.77@PAGE
Lloh191:
	add	x1, x1, l_.str.77@PAGEOFF
	b	LBB0_60
LBB0_59:
Lloh192:
	adrp	x1, l_.str.79@PAGE
Lloh193:
	add	x1, x1, l_.str.79@PAGEOFF
LBB0_60:
	mov	x0, x20
	bl	_shader_addline
LBB0_61:
	cbz	x19, LBB0_63
; %bb.62:
Lloh194:
	adrp	x1, l_.str.81@PAGE
Lloh195:
	add	x1, x1, l_.str.81@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_63:
	ldr	x8, [x21, #40]
	cbz	x8, LBB0_65
; %bb.64:
	ldr	x8, [x21, #32]
Lloh196:
	adrp	x9, l_.str.83@PAGE
Lloh197:
	add	x9, x9, l_.str.83@PAGEOFF
Lloh198:
	adrp	x10, l_.str.84@PAGE
Lloh199:
	add	x10, x10, l_.str.84@PAGEOFF
	cmp	x8, #0
	csel	x8, x10, x9, eq
	str	x8, [sp]
Lloh200:
	adrp	x1, l_.str.82@PAGE
Lloh201:
	add	x1, x1, l_.str.82@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh202:
	adrp	x1, l_.str.85@PAGE
Lloh203:
	add	x1, x1, l_.str.85@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_65:
Lloh204:
	adrp	x1, l_.str.86@PAGE
Lloh205:
	add	x1, x1, l_.str.86@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh206:
	adrp	x8, _GL_VERTEX_SHADER@GOTPAGE
Lloh207:
	ldr	x8, [x8, _GL_VERTEX_SHADER@GOTPAGEOFF]
Lloh208:
	ldr	w0, [x8]
	bl	_glCreateShader
	bl	_GL_EXTCALL
	mov	x21, x0
	ldr	w2, [x20]
	mov	x0, x27
	mov	x1, x21
	bl	_shader_glsl_compile
	ldur	x8, [x29, #-88]
Lloh209:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh210:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh211:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_67
; %bb.66:
	mov	x0, x21
	ldp	x29, x30, [sp, #224]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #208]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #192]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #176]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #160]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #144]            ; 16-byte Folded Reload
	add	sp, sp, #240
	ret
LBB0_67:
	bl	___stack_chk_fail
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh66, Lloh67
	.loh AdrpLdrGotLdr	Lloh63, Lloh64, Lloh65
	.loh AdrpAdd	Lloh61, Lloh62
	.loh AdrpAdd	Lloh59, Lloh60
	.loh AdrpAdd	Lloh57, Lloh58
	.loh AdrpAdd	Lloh55, Lloh56
	.loh AdrpAdd	Lloh53, Lloh54
	.loh AdrpAdd	Lloh51, Lloh52
	.loh AdrpAdd	Lloh49, Lloh50
	.loh AdrpAdd	Lloh47, Lloh48
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpAdd	Lloh43, Lloh44
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpAdd	Lloh37, Lloh38
	.loh AdrpAdd	Lloh35, Lloh36
	.loh AdrpAdd	Lloh33, Lloh34
	.loh AdrpAdd	Lloh31, Lloh32
	.loh AdrpAdd	Lloh29, Lloh30
	.loh AdrpAdd	Lloh27, Lloh28
	.loh AdrpLdrGot	Lloh25, Lloh26
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpAdd	Lloh19, Lloh20
	.loh AdrpLdrGot	Lloh17, Lloh18
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh82, Lloh83
	.loh AdrpAdd	Lloh80, Lloh81
	.loh AdrpAdd	Lloh78, Lloh79
	.loh AdrpAdd	Lloh76, Lloh77
	.loh AdrpAdd	Lloh74, Lloh75
	.loh AdrpAdd	Lloh72, Lloh73
	.loh AdrpAdd	Lloh70, Lloh71
	.loh AdrpAdd	Lloh68, Lloh69
	.loh AdrpAdd	Lloh90, Lloh91
	.loh AdrpAdd	Lloh88, Lloh89
	.loh AdrpAdd	Lloh86, Lloh87
	.loh AdrpAdd	Lloh84, Lloh85
	.loh AdrpAdd	Lloh92, Lloh93
	.loh AdrpAdd	Lloh102, Lloh103
	.loh AdrpAdd	Lloh100, Lloh101
	.loh AdrpLdrGot	Lloh98, Lloh99
	.loh AdrpAdd	Lloh96, Lloh97
	.loh AdrpAdd	Lloh94, Lloh95
	.loh AdrpAdd	Lloh110, Lloh111
	.loh AdrpAdd	Lloh108, Lloh109
	.loh AdrpAdd	Lloh106, Lloh107
	.loh AdrpAdd	Lloh104, Lloh105
	.loh AdrpAdd	Lloh118, Lloh119
	.loh AdrpAdd	Lloh116, Lloh117
	.loh AdrpAdd	Lloh114, Lloh115
	.loh AdrpAdd	Lloh112, Lloh113
	.loh AdrpAdd	Lloh120, Lloh121
	.loh AdrpAdd	Lloh126, Lloh127
	.loh AdrpAdd	Lloh124, Lloh125
	.loh AdrpAdd	Lloh122, Lloh123
	.loh AdrpAdd	Lloh128, Lloh129
	.loh AdrpAdd	Lloh130, Lloh131
	.loh AdrpAdd	Lloh132, Lloh133
	.loh AdrpAdd	Lloh138, Lloh139
	.loh AdrpAdd	Lloh136, Lloh137
	.loh AdrpAdd	Lloh134, Lloh135
	.loh AdrpAdd	Lloh140, Lloh141
	.loh AdrpAdd	Lloh142, Lloh143
	.loh AdrpAdd	Lloh144, Lloh145
	.loh AdrpAdd	Lloh146, Lloh147
	.loh AdrpAdd	Lloh148, Lloh149
	.loh AdrpAdd	Lloh150, Lloh151
	.loh AdrpAdd	Lloh156, Lloh157
	.loh AdrpAdd	Lloh154, Lloh155
	.loh AdrpAdd	Lloh152, Lloh153
	.loh AdrpAdd	Lloh158, Lloh159
	.loh AdrpAdd	Lloh166, Lloh167
	.loh AdrpAdd	Lloh164, Lloh165
	.loh AdrpAdd	Lloh162, Lloh163
	.loh AdrpAdd	Lloh160, Lloh161
	.loh AdrpAdd	Lloh170, Lloh171
	.loh AdrpAdd	Lloh168, Lloh169
	.loh AdrpAdd	Lloh172, Lloh173
	.loh AdrpAdd	Lloh174, Lloh175
	.loh AdrpAdd	Lloh176, Lloh177
	.loh AdrpLdrGotLdr	Lloh178, Lloh179, Lloh180
	.loh AdrpAdd	Lloh181, Lloh182
	.loh AdrpLdrGotLdr	Lloh183, Lloh184, Lloh185
	.loh AdrpAdd	Lloh186, Lloh187
	.loh AdrpAdd	Lloh188, Lloh189
	.loh AdrpAdd	Lloh190, Lloh191
	.loh AdrpAdd	Lloh192, Lloh193
	.loh AdrpAdd	Lloh194, Lloh195
	.loh AdrpAdd	Lloh202, Lloh203
	.loh AdrpAdd	Lloh200, Lloh201
	.loh AdrpAdd	Lloh198, Lloh199
	.loh AdrpAdd	Lloh196, Lloh197
	.loh AdrpLdrGotLdr	Lloh209, Lloh210, Lloh211
	.loh AdrpLdrGotLdr	Lloh206, Lloh207, Lloh208
	.loh AdrpAdd	Lloh204, Lloh205
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_49-LBB0_49)>>2
	.byte	(LBB0_51-LBB0_49)>>2
	.byte	(LBB0_52-LBB0_49)>>2
	.byte	(LBB0_53-LBB0_49)>>2
                                        ; -- End function
_shader_glsl_generate_ffp_vertex_shader.attrib_info: ; @shader_glsl_generate_ffp_vertex_shader.attrib_info
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_position\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_blendweight\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_blendindices"
	.asciz	"vec3\000"
	.asciz	"ffp_attrib_normal\000\000\000\000\000\000"
	.asciz	"float"
	.asciz	"ffp_attrib_psize\000\000\000\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_diffuse\000\000\000\000\000"
	.asciz	"vec4\000"
	.asciz	"ffp_attrib_specular\000\000\000\000"

	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"#extension GL_ARB_explicit_attrib_location : enable\n"

	.comm	_WINED3D_FFP_ATTRIBS_COUNT,4,2  ; @WINED3D_FFP_ATTRIBS_COUNT
l_.str.1:                               ; @.str.1
	.asciz	"vec4"

l_.str.2:                               ; @.str.2
	.asciz	"layout(location = %u) "

l_.str.3:                               ; @.str.3
	.asciz	"%s %s vs_in%u;\n"

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

l_.str.5:                               ; @.str.5
	.asciz	"uniform mat4 ffp_modelview_matrix[%u];\n"

	.comm	_MAX_VERTEX_INDEX_BLENDS,4,2    ; @MAX_VERTEX_INDEX_BLENDS
l_.str.6:                               ; @.str.6
	.asciz	"uniform mat3 ffp_normal_matrix[%u];\n"

l_.str.7:                               ; @.str.7
	.asciz	"uniform mat4 ffp_projection_matrix;\n"

l_.str.8:                               ; @.str.8
	.asciz	"uniform mat4 ffp_texture_matrix[%u];\n"

	.comm	_MAX_TEXTURES,4,2               ; @MAX_TEXTURES
l_.str.9:                               ; @.str.9
	.asciz	"uniform struct\n{\n"

l_.str.10:                              ; @.str.10
	.asciz	"    vec4 emissive;\n"

l_.str.11:                              ; @.str.11
	.asciz	"    vec4 ambient;\n"

l_.str.12:                              ; @.str.12
	.asciz	"    vec4 diffuse;\n"

l_.str.13:                              ; @.str.13
	.asciz	"    vec4 specular;\n"

l_.str.14:                              ; @.str.14
	.asciz	"    float shininess;\n"

l_.str.15:                              ; @.str.15
	.asciz	"} ffp_material;\n"

l_.str.16:                              ; @.str.16
	.asciz	"uniform vec3 ffp_light_ambient;\n"

l_.str.17:                              ; @.str.17
	.asciz	"    vec4 position;\n"

l_.str.18:                              ; @.str.18
	.asciz	"    vec3 direction;\n"

l_.str.19:                              ; @.str.19
	.asciz	"    float range;\n"

l_.str.20:                              ; @.str.20
	.asciz	"    float falloff;\n"

l_.str.21:                              ; @.str.21
	.asciz	"    float c_att;\n"

l_.str.22:                              ; @.str.22
	.asciz	"    float l_att;\n"

l_.str.23:                              ; @.str.23
	.asciz	"    float q_att;\n"

l_.str.24:                              ; @.str.24
	.asciz	"    float cos_htheta;\n"

l_.str.25:                              ; @.str.25
	.asciz	"    float cos_hphi;\n"

l_.str.26:                              ; @.str.26
	.asciz	"} ffp_light[%u];\n"

	.comm	_MAX_ACTIVE_LIGHTS,4,2          ; @MAX_ACTIVE_LIGHTS
l_.str.27:                              ; @.str.27
	.asciz	"    float size;\n"

l_.str.28:                              ; @.str.28
	.asciz	"    float size_min;\n"

l_.str.29:                              ; @.str.29
	.asciz	"    float size_max;\n"

l_.str.30:                              ; @.str.30
	.asciz	"} ffp_point;\n"

l_.str.31:                              ; @.str.31
	.asciz	"vec4 ffp_varying_diffuse;\n"

l_.str.32:                              ; @.str.32
	.asciz	"vec4 ffp_varying_specular;\n"

l_.str.33:                              ; @.str.33
	.asciz	"vec4 ffp_varying_texcoord[%u];\n"

l_.str.34:                              ; @.str.34
	.asciz	"float ffp_varying_fogcoord;\n"

l_.str.35:                              ; @.str.35
	.asciz	"uniform vec4 clip_planes[%u];\n"

	.comm	_FALSE,8,3                      ; @FALSE
l_.str.36:                              ; @.str.36
	.asciz	"\nvoid main()\n{\n"

l_.str.37:                              ; @.str.37
	.asciz	"float m;\n"

l_.str.38:                              ; @.str.38
	.asciz	"vec3 r;\n"

l_.str.39:                              ; @.str.39
	.asciz	"%s %s = vs_in%u%s;\n"

l_.str.40:                              ; @.str.40
	.asciz	".zyxw"

l_.str.41:                              ; @.str.41
	.space	1

	.comm	_WINED3D_FFP_TEXCOORD0,8,3      ; @WINED3D_FFP_TEXCOORD0
l_.str.43:                              ; @.str.43
	.asciz	"ffp_attrib_blendweight[%u] = 1.0;\n"

l_.str.44:                              ; @.str.44
	.asciz	"vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n"

l_.str.45:                              ; @.str.45
	.asciz	"gl_Position = ffp_projection_matrix * ec_pos;\n"

l_.str.46:                              ; @.str.46
	.asciz	"if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n"

l_.str.47:                              ; @.str.47
	.asciz	"ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n"

l_.str.48:                              ; @.str.48
	.asciz	"vec4 ec_pos = vec4(0.0);\n"

l_.str.49:                              ; @.str.49
	.asciz	"int(ffp_attrib_blendindices[%u] + 0.1)"

l_.str.50:                              ; @.str.50
	.asciz	"%u"

l_.str.51:                              ; @.str.51
	.asciz	"ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%s] * ffp_attrib_position);\n"

l_.str.52:                              ; @.str.52
	.asciz	"vec4 ec_pos = ffp_attrib_position;\n"

l_.str.53:                              ; @.str.53
	.asciz	"gl_ClipVertex = ec_pos;\n"

l_.str.54:                              ; @.str.54
	.asciz	"gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n"

l_.str.55:                              ; @.str.55
	.asciz	"ec_pos /= ec_pos.w;\n"

l_.str.56:                              ; @.str.56
	.asciz	"vec3 normal = vec3(0.0);\n"

l_.str.57:                              ; @.str.57
	.asciz	"normal += ffp_attrib_blendweight[%u] * (ffp_normal_matrix[%s] * ffp_attrib_normal);\n"

l_.str.58:                              ; @.str.58
	.asciz	"normal = ffp_attrib_normal;\n"

l_.str.59:                              ; @.str.59
	.asciz	"normal = normalize(normal);\n"

l_.str.60:                              ; @.str.60
	.asciz	"gl_FrontColor = ffp_varying_diffuse;\n"

l_.str.61:                              ; @.str.61
	.asciz	"gl_FrontSecondaryColor = ffp_varying_specular;\n"

l_.str.62:                              ; @.str.62
	.asciz	"ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n"

l_.str.63:                              ; @.str.63
	.asciz	"ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n"

l_.str.72:                              ; @.str.72
	.asciz	"Unhandled texgen %#x.\n"

l_.str.73:                              ; @.str.73
	.asciz	"gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n"

l_.str.74:                              ; @.str.74
	.asciz	"ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n"

l_.str.75:                              ; @.str.75
	.asciz	"ffp_varying_fogcoord = length(ec_pos.xyz);\n"

	.comm	_ARB_CLIP_CONTROL,8,3           ; @ARB_CLIP_CONTROL
l_.str.76:                              ; @.str.76
	.asciz	"ffp_varying_fogcoord = gl_Position.z;\n"

l_.str.77:                              ; @.str.77
	.asciz	"ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n"

l_.str.78:                              ; @.str.78
	.asciz	"ffp_varying_fogcoord = ec_pos.z;\n"

l_.str.79:                              ; @.str.79
	.asciz	"ffp_varying_fogcoord = abs(ec_pos.z);\n"

l_.str.80:                              ; @.str.80
	.asciz	"Unhandled fog mode %#x.\n"

l_.str.81:                              ; @.str.81
	.asciz	"gl_FogFragCoord = ffp_varying_fogcoord;\n"

l_.str.82:                              ; @.str.82
	.asciz	"gl_PointSize = %s / sqrt(ffp_point.c_att + ffp_point.l_att * length(ec_pos.xyz) + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n"

l_.str.83:                              ; @.str.83
	.asciz	"ffp_attrib_psize"

l_.str.84:                              ; @.str.84
	.asciz	"ffp_point.size"

l_.str.85:                              ; @.str.85
	.asciz	"gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n"

l_.str.86:                              ; @.str.86
	.asciz	"}\n"

	.comm	_GL_VERTEX_SHADER,4,2           ; @GL_VERTEX_SHADER
	.no_dead_strip	_shader_glsl_generate_ffp_vertex_shader
.subsections_via_symbols
