	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_setup_vs3_output
_shader_glsl_setup_vs3_output:          ## @shader_glsl_setup_vs3_output
	.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	%r9, %r15
	movq	%r8, -152(%rbp)                 ## 8-byte Spill
	movq	%rcx, %rbx
	movq	%rdx, -136(%rbp)                ## 8-byte Spill
	movq	%rsi, %r14
	movq	%rdi, %r12
	callq	_string_buffer_get
	movq	%rax, -56(%rbp)                 ## 8-byte Spill
	movq	%r14, %rdi
	callq	_shader_glsl_shader_output_name
	movq	%rax, -112(%rbp)                ## 8-byte Spill
	movq	%r12, -128(%rbp)                ## 8-byte Spill
	leaq	4(%r12), %rax
	movq	%rax, -96(%rbp)                 ## 8-byte Spill
	movl	$3, %edi
	movq	%r14, %rsi
	callq	_vec4_varyings
	movl	%eax, %r12d
	movq	%r14, %rdi
	callq	_needs_legacy_glsl_syntax
	leal	2(%r12), %edi
	testq	%rax, %rax
	movq	%r12, -88(%rbp)                 ## 8-byte Spill
	cmovel	%r12d, %edi
	movl	%edi, -76(%rbp)                 ## 4-byte Spill
	movl	$4, %esi
	callq	_heap_calloc
	movq	%rax, -64(%rbp)                 ## 8-byte Spill
	cmpl	$0, (%rbx)
	je	LBB0_6
## %bb.1:
	movq	%r15, %rcx
	movq	-88(%rbp), %rax                 ## 8-byte Reload
	incl	%eax
	movl	%eax, -100(%rbp)                ## 4-byte Spill
	xorl	%r15d, %r15d
	movq	%rcx, -72(%rbp)                 ## 8-byte Spill
	movq	%rbx, -144(%rbp)                ## 8-byte Spill
	jmp	LBB0_2
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str(%rip), %rdi
	callq	_FIXME
	.p2align	4, 0x90
LBB0_41:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r15
	movq	-144(%rbp), %rbx                ## 8-byte Reload
	movl	(%rbx), %eax
	cmpq	%rax, %r15
	jae	LBB0_6
LBB0_2:                                 ## =>This Loop Header: Depth=1
                                        ##     Child Loop BB0_33 Depth 2
	movq	8(%rbx), %r12
	movq	-152(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %ecx
	leaq	(%r15,%r15,2), %rbx
	movl	(%r12,%rbx,8), %eax
	btl	%eax, %ecx
	jae	LBB0_41
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-136(%rbp), %rcx                ## 8-byte Reload
	movl	(%rcx,%rax,4), %ecx
	movl	$4294967295, %eax               ## imm = 0xFFFFFFFF
	movq	%rcx, -120(%rbp)                ## 8-byte Spill
	cmpq	%rax, %rcx
	je	LBB0_41
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-120(%rbp), %r14                ## 8-byte Reload
	cmpl	-76(%rbp), %r14d                ## 4-byte Folded Reload
	jae	LBB0_5
## %bb.23:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpl	-88(%rbp), %r14d                ## 4-byte Folded Reload
	jne	LBB0_25
## %bb.24:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.1(%rip), %rsi
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
	movq	16(%rbp), %rsi
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	cmpl	$0, (%rax,%r14,4)
	jne	LBB0_31
	jmp	LBB0_30
LBB0_25:                                ##   in Loop: Header=BB0_2 Depth=1
	cmpl	-100(%rbp), %r14d               ## 4-byte Folded Reload
	jne	LBB0_27
## %bb.26:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.2(%rip), %rsi
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
	jmp	LBB0_28
LBB0_27:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.3(%rip), %rsi
	movq	-112(%rbp), %rdx                ## 8-byte Reload
	movl	%r14d, %ecx
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
LBB0_28:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-64(%rbp), %rax                 ## 8-byte Reload
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	movq	16(%rbp), %rsi
	cmpl	$0, (%rax,%r14,4)
	jne	LBB0_31
LBB0_30:                                ##   in Loop: Header=BB0_2 Depth=1
	movl	$-1, (%rax,%r14,4)
LBB0_31:                                ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$0, (%rdx)
	je	LBB0_41
## %bb.32:                              ##   in Loop: Header=BB0_2 Depth=1
	leaq	(%r12,%rbx,8), %r12
	addq	$8, %r12
	xorl	%ebx, %ebx
	xorl	%r13d, %r13d
	jmp	LBB0_33
LBB0_39:                                ##   in Loop: Header=BB0_33 Depth=2
	movq	%rcx, %r8
	movq	8(%rsi), %rcx
	movl	(%r14,%rbx), %edx
	movl	(%rcx,%rdx,4), %ecx
	andl	%edi, %ecx
	orl	%eax, %ecx
	movl	%ecx, (%r8,%r9,4)
	leaq	-46(%rbp), %rsi
	callq	_shader_glsl_write_mask_to_str
	movq	-56(%rbp), %rax                 ## 8-byte Reload
	movl	(%rax), %edx
	movl	(%r14,%rbx), %r8d
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.4(%rip), %rsi
	leaq	-46(%rbp), %rcx
	movq	%rcx, %r9
	xorl	%eax, %eax
	callq	_shader_addline
	movq	16(%rbp), %rsi
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	.p2align	4, 0x90
LBB0_40:                                ##   in Loop: Header=BB0_33 Depth=2
	incq	%r13
	movl	(%rdx), %eax
	addq	$24, %rbx
	cmpq	%rax, %r13
	jae	LBB0_41
LBB0_33:                                ##   Parent Loop BB0_2 Depth=1
                                        ## =>  This Inner Loop Header: Depth=2
	movq	8(%rdx), %r14
	movl	4(%rsi), %eax
	movl	(%r14,%rbx), %ecx
	btl	%ecx, %eax
	jae	LBB0_40
## %bb.34:                              ##   in Loop: Header=BB0_33 Depth=2
	movq	(%r12), %rax
	cmpq	8(%r14,%rbx), %rax
	jne	LBB0_40
## %bb.35:                              ##   in Loop: Header=BB0_33 Depth=2
	movl	12(%r12), %edi
	movl	20(%r14,%rbx), %esi
	callq	_strcmp
	movq	16(%rbp), %rsi
	movq	-72(%rbp), %rdx                 ## 8-byte Reload
	testq	%rax, %rax
	jne	LBB0_40
## %bb.36:                              ##   in Loop: Header=BB0_33 Depth=2
	movl	16(%r14,%rbx), %edi
	andl	8(%r12), %edi
	je	LBB0_40
## %bb.37:                              ##   in Loop: Header=BB0_33 Depth=2
	movq	-64(%rbp), %rcx                 ## 8-byte Reload
	movq	-120(%rbp), %r9                 ## 8-byte Reload
	movl	(%rcx,%r9,4), %eax
	cmpl	$-1, %eax
	jne	LBB0_39
## %bb.38:                              ##   in Loop: Header=BB0_33 Depth=2
	movl	$0, (%rcx,%r9,4)
	xorl	%eax, %eax
	jmp	LBB0_39
LBB0_6:
	movl	-76(%rbp), %ecx                 ## 4-byte Reload
	testl	%ecx, %ecx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	je	LBB0_50
## %bb.7:
	movq	-88(%rbp), %rax                 ## 8-byte Reload
	leal	1(%rax), %edx
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movl	%eax, %r14d
	movl	%ecx, %r13d
	xorl	%r15d, %r15d
	jmp	LBB0_8
	.p2align	4, 0x90
LBB0_47:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.6(%rip), %rsi
	leaq	-46(%rbp), %rcx
	movl	%ebx, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_48:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
LBB0_49:                                ##   in Loop: Header=BB0_8 Depth=1
	incq	%r15
	cmpq	%r15, %r13
	je	LBB0_50
LBB0_8:                                 ## =>This Inner Loop Header: Depth=1
	movl	(%rdi,%r15,4), %eax
	testl	%eax, %eax
	je	LBB0_49
## %bb.9:                               ##   in Loop: Header=BB0_8 Depth=1
	movq	_WINED3DSP_WRITEMASK_ALL@GOTPCREL(%rip), %rcx
	cmpl	(%rcx), %eax
	je	LBB0_49
## %bb.10:                              ##   in Loop: Header=BB0_8 Depth=1
	cmpl	$-1, %eax
	jne	LBB0_12
## %bb.11:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	$0, (%rdi,%r15,4)
	xorl	%eax, %eax
LBB0_12:                                ##   in Loop: Header=BB0_8 Depth=1
	xorl	%ebx, %ebx
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_14
## %bb.13:                              ##   in Loop: Header=BB0_8 Depth=1
	movb	$120, -46(%rbp)
	movl	(%rdi,%r15,4), %eax
	movl	$1, %ebx
LBB0_14:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	_WINED3DSP_WRITEMASK_1@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_16
## %bb.15:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	%ebx, %eax
	incl	%ebx
	movb	$121, -46(%rbp,%rax)
	movl	(%rdi,%r15,4), %eax
LBB0_16:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	_WINED3DSP_WRITEMASK_2@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	%ebx, %eax
	incl	%ebx
	movb	$122, -46(%rbp,%rax)
	movl	(%rdi,%r15,4), %eax
LBB0_18:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rcx
	testl	%eax, (%rcx)
	jne	LBB0_20
## %bb.19:                              ##   in Loop: Header=BB0_8 Depth=1
	movl	%ebx, %eax
	incl	%ebx
	movb	$119, -46(%rbp,%rax)
LBB0_20:                                ##   in Loop: Header=BB0_8 Depth=1
	movl	%ebx, %eax
	movb	$0, -46(%rbp,%rax)
	cmpq	%r15, %r14
	jne	LBB0_42
## %bb.21:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	-56(%rbp), %r12                 ## 8-byte Reload
	movq	%r12, %rdi
	leaq	L_.str.1(%rip), %rsi
	jmp	LBB0_22
	.p2align	4, 0x90
LBB0_42:                                ##   in Loop: Header=BB0_8 Depth=1
	cmpq	%r15, -72(%rbp)                 ## 8-byte Folded Reload
	jne	LBB0_44
## %bb.43:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	-56(%rbp), %r12                 ## 8-byte Reload
	movq	%r12, %rdi
	leaq	L_.str.2(%rip), %rsi
LBB0_22:                                ##   in Loop: Header=BB0_8 Depth=1
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
	jmp	LBB0_45
LBB0_44:                                ##   in Loop: Header=BB0_8 Depth=1
	movq	-56(%rbp), %r12                 ## 8-byte Reload
	movq	%r12, %rdi
	leaq	L_.str.3(%rip), %rsi
	movq	-112(%rbp), %rdx                ## 8-byte Reload
	movl	%r15d, %ecx
	xorl	%eax, %eax
	callq	_string_buffer_sprintf
LBB0_45:                                ##   in Loop: Header=BB0_8 Depth=1
	movl	(%r12), %edx
	cmpl	$1, %ebx
	jne	LBB0_47
## %bb.46:                              ##   in Loop: Header=BB0_8 Depth=1
	movq	-96(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.5(%rip), %rsi
	leaq	-46(%rbp), %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_48
LBB0_50:
	callq	_heap_free
	movq	-128(%rbp), %rdi                ## 8-byte Reload
	movq	-56(%rbp), %rsi                 ## 8-byte Reload
	callq	_string_buffer_release
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"More input varyings declared than supported, expect issues.\n"

L_.str.1:                               ## @.str.1
	.asciz	"gl_FrontColor"

L_.str.2:                               ## @.str.2
	.asciz	"gl_FrontSecondaryColor"

L_.str.3:                               ## @.str.3
	.asciz	"%s[%u]"

L_.str.4:                               ## @.str.4
	.asciz	"%s%s = outputs[%u]%s;\n"

	.comm	_WINED3DSP_WRITEMASK_ALL,4,2    ## @WINED3DSP_WRITEMASK_ALL
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
	.comm	_WINED3DSP_WRITEMASK_1,4,2      ## @WINED3DSP_WRITEMASK_1
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ## @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ## @WINED3DSP_WRITEMASK_3
L_.str.5:                               ## @.str.5
	.asciz	"%s.%s = 0.0;\n"

L_.str.6:                               ## @.str.6
	.asciz	"%s.%s = vec%u(0.0);\n"

	.no_dead_strip	_shader_glsl_setup_vs3_output
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_setup_vs3_output
_shader_glsl_setup_vs3_output:          ; @shader_glsl_setup_vs3_output
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #208
	.cfi_def_cfa_offset 208
	stp	x28, x27, [sp, #112]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #128]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #144]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #160]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #176]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #192]            ; 16-byte Folded Spill
	add	x29, sp, #192
	.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	x25, x6
	mov	x26, x5
	stp	x2, x4, [sp, #72]               ; 16-byte Folded Spill
	mov	x28, x3
	mov	x23, x1
	mov	x19, x0
	bl	_string_buffer_get
	str	x0, [sp, #56]                   ; 8-byte Folded Spill
	mov	x0, x23
	bl	_shader_glsl_shader_output_name
	str	x0, [sp, #32]                   ; 8-byte Folded Spill
	str	x19, [sp, #16]                  ; 8-byte Folded Spill
	add	x8, x19, #4
	str	x8, [sp, #48]                   ; 8-byte Folded Spill
	mov	w0, #3
	mov	x1, x23
	bl	_vec4_varyings
	mov	x19, x0
	mov	x0, x23
	bl	_needs_legacy_glsl_syntax
	add	w8, w19, #2
	cmp	x0, #0
	str	w19, [sp, #44]                  ; 4-byte Folded Spill
	csel	w0, w19, w8, eq
	str	x0, [sp, #96]                   ; 8-byte Folded Spill
                                        ; kill: def $w0 killed $w0 killed $x0
	mov	w1, #4
	bl	_heap_calloc
	str	x0, [sp, #88]                   ; 8-byte Folded Spill
	ldr	w8, [x28]
	cbz	w8, LBB0_24
; %bb.1:
	mov	x21, #0
	ldr	w8, [sp, #44]                   ; 4-byte Folded Reload
	add	w8, w8, #1
	str	w8, [sp, #28]                   ; 4-byte Folded Spill
	b	LBB0_4
LBB0_2:                                 ;   in Loop: Header=BB0_4 Depth=1
Lloh0:
	adrp	x0, l_.str@PAGE
Lloh1:
	add	x0, x0, l_.str@PAGEOFF
	bl	_FIXME
LBB0_3:                                 ;   in Loop: Header=BB0_4 Depth=1
	add	x21, x21, #1
	ldr	w8, [x28]
	cmp	x21, x8
	b.hs	LBB0_24
LBB0_4:                                 ; =>This Loop Header: Depth=1
                                        ;     Child Loop BB0_18 Depth 2
	ldr	x23, [x28, #8]
	ldr	x8, [sp, #80]                   ; 8-byte Folded Reload
	ldr	w9, [x8]
	mov	w8, #24
	mul	x8, x21, x8
	ldr	w8, [x23, x8]
	lsr	w9, w9, w8
	tbz	w9, #0, LBB0_3
; %bb.5:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x9, [sp, #72]                   ; 8-byte Folded Reload
	ldr	w19, [x9, x8, lsl #2]
	cmn	w19, #1
	b.eq	LBB0_3
; %bb.6:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [sp, #96]                   ; 8-byte Folded Reload
	cmp	w19, w8
	b.hs	LBB0_2
; %bb.7:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [sp, #44]                   ; 4-byte Folded Reload
	cmp	w19, w8
	b.ne	LBB0_9
; %bb.8:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x0, [sp, #56]                   ; 8-byte Folded Reload
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_12
LBB0_9:                                 ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [sp, #28]                   ; 4-byte Folded Reload
	cmp	w19, w8
	b.ne	LBB0_11
; %bb.10:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	x0, [sp, #56]                   ; 8-byte Folded Reload
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_12
LBB0_11:                                ;   in Loop: Header=BB0_4 Depth=1
	ldr	x8, [sp, #32]                   ; 8-byte Folded Reload
	stp	x8, x19, [sp]
	ldr	x0, [sp, #56]                   ; 8-byte Folded Reload
Lloh6:
	adrp	x1, l_.str.3@PAGE
Lloh7:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_12:                                ;   in Loop: Header=BB0_4 Depth=1
	bl	_string_buffer_sprintf
	ldr	x9, [sp, #88]                   ; 8-byte Folded Reload
	ldr	w8, [x9, x19, lsl #2]
	cbz	w8, LBB0_14
; %bb.13:                               ;   in Loop: Header=BB0_4 Depth=1
	ldr	w8, [x26]
	cbnz	w8, LBB0_15
	b	LBB0_3
LBB0_14:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	w8, #-1
	str	w8, [x9, x19, lsl #2]
	ldr	w8, [x26]
	cbz	w8, LBB0_3
LBB0_15:                                ;   in Loop: Header=BB0_4 Depth=1
	mov	x22, #0
	mov	x20, #0
	mov	w8, #24
	madd	x8, x21, x8, x23
	add	x23, x8, #8
	add	x27, x8, #20
	add	x8, x8, #16
	str	x8, [sp, #64]                   ; 8-byte Folded Spill
	b	LBB0_18
LBB0_16:                                ;   in Loop: Header=BB0_18 Depth=2
	ldr	x9, [x25, #8]
	ldr	w10, [x24, x22]
	ldr	w9, [x9, x10, lsl #2]
	and	w9, w9, w0
	orr	w8, w8, w9
	str	w8, [x11, x19, lsl #2]
	sub	x1, x29, #86
	bl	_shader_glsl_write_mask_to_str
	ldp	x0, x8, [sp, #48]               ; 16-byte Folded Reload
	ldr	w2, [x8]
	ldr	w8, [x24, x22]
	sub	x9, x29, #86
	stp	x8, x9, [sp]
	sub	x3, x29, #86
Lloh8:
	adrp	x1, l_.str.4@PAGE
Lloh9:
	add	x1, x1, l_.str.4@PAGEOFF
	bl	_shader_addline
LBB0_17:                                ;   in Loop: Header=BB0_18 Depth=2
	add	x20, x20, #1
	ldr	w8, [x26]
	add	x22, x22, #24
	cmp	x20, x8
	b.hs	LBB0_3
LBB0_18:                                ;   Parent Loop BB0_4 Depth=1
                                        ; =>  This Inner Loop Header: Depth=2
	ldr	x24, [x26, #8]
	ldr	w8, [x25, #4]
	ldr	w9, [x24, x22]
	lsr	w8, w8, w9
	tbz	w8, #0, LBB0_17
; %bb.19:                               ;   in Loop: Header=BB0_18 Depth=2
	ldr	x9, [x23]
	add	x8, x24, x22
	ldr	x10, [x8, #8]
	cmp	x9, x10
	b.ne	LBB0_17
; %bb.20:                               ;   in Loop: Header=BB0_18 Depth=2
	ldr	w0, [x27]
	ldr	w1, [x8, #20]
	bl	_strcmp
	cbnz	x0, LBB0_17
; %bb.21:                               ;   in Loop: Header=BB0_18 Depth=2
	ldr	x8, [sp, #64]                   ; 8-byte Folded Reload
	ldr	w8, [x8]
	add	x9, x24, x22
	ldr	w9, [x9, #16]
	ands	w0, w9, w8
	b.eq	LBB0_17
; %bb.22:                               ;   in Loop: Header=BB0_18 Depth=2
	ldr	x11, [sp, #88]                  ; 8-byte Folded Reload
	ldr	w8, [x11, x19, lsl #2]
	cmn	w8, #1
	b.ne	LBB0_16
; %bb.23:                               ;   in Loop: Header=BB0_18 Depth=2
	mov	w8, #0
	str	wzr, [x11, x19, lsl #2]
	b	LBB0_16
LBB0_24:
	ldp	x24, x23, [sp, #48]             ; 16-byte Folded Reload
	ldp	x0, x8, [sp, #88]               ; 16-byte Folded Reload
	cbz	w8, LBB0_48
; %bb.25:
	mov	x22, #0
	ldr	w8, [sp, #44]                   ; 4-byte Folded Reload
	add	w28, w8, #1
Lloh10:
	adrp	x26, _WINED3DSP_WRITEMASK_ALL@GOTPAGE
Lloh11:
	ldr	x26, [x26, _WINED3DSP_WRITEMASK_ALL@GOTPAGEOFF]
	mov	w27, w8
	sub	x25, x29, #86
Lloh12:
	adrp	x19, _WINED3DSP_WRITEMASK_2@GOTPAGE
Lloh13:
	ldr	x19, [x19, _WINED3DSP_WRITEMASK_2@GOTPAGEOFF]
Lloh14:
	adrp	x21, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh15:
	ldr	x21, [x21, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
	b	LBB0_29
LBB0_26:                                ;   in Loop: Header=BB0_29 Depth=1
	str	x20, [sp]
	sub	x3, x29, #86
	mov	x0, x24
Lloh16:
	adrp	x1, l_.str.6@PAGE
Lloh17:
	add	x1, x1, l_.str.6@PAGEOFF
LBB0_27:                                ;   in Loop: Header=BB0_29 Depth=1
	bl	_shader_addline
	ldr	x0, [sp, #88]                   ; 8-byte Folded Reload
LBB0_28:                                ;   in Loop: Header=BB0_29 Depth=1
	add	x22, x22, #1
	ldr	x8, [sp, #96]                   ; 8-byte Folded Reload
	cmp	x8, x22
	b.eq	LBB0_48
LBB0_29:                                ; =>This Inner Loop Header: Depth=1
	ldr	w8, [x0, x22, lsl #2]
	ldr	w9, [x26]
	cmp	w8, #0
	ccmp	w8, w9, #4, ne
	b.eq	LBB0_28
; %bb.30:                               ;   in Loop: Header=BB0_29 Depth=1
	cmn	w8, #1
	b.ne	LBB0_32
; %bb.31:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	w8, #0
	str	wzr, [x0, x22, lsl #2]
LBB0_32:                                ;   in Loop: Header=BB0_29 Depth=1
Lloh18:
	adrp	x9, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh19:
	ldr	x9, [x9, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
Lloh20:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_34
; %bb.33:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	w20, #0
	b	LBB0_35
LBB0_34:                                ;   in Loop: Header=BB0_29 Depth=1
	mov	w8, #120
	sturb	w8, [x29, #-86]
	ldr	w8, [x0, x22, lsl #2]
	mov	w20, #1
LBB0_35:                                ;   in Loop: Header=BB0_29 Depth=1
Lloh21:
	adrp	x9, _WINED3DSP_WRITEMASK_1@GOTPAGE
Lloh22:
	ldr	x9, [x9, _WINED3DSP_WRITEMASK_1@GOTPAGEOFF]
Lloh23:
	ldr	w9, [x9]
	tst	w9, w8
	b.ne	LBB0_37
; %bb.36:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	w8, #121
	strb	w8, [x25, w20, uxtw]
	add	w9, w20, #1
	ldr	w8, [x0, x22, lsl #2]
	mov	x20, x9
LBB0_37:                                ;   in Loop: Header=BB0_29 Depth=1
	ldr	w9, [x19]
	tst	w9, w8
	b.ne	LBB0_39
; %bb.38:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	w8, #122
	strb	w8, [x25, w20, uxtw]
	add	w9, w20, #1
	ldr	w8, [x0, x22, lsl #2]
	mov	x20, x9
LBB0_39:                                ;   in Loop: Header=BB0_29 Depth=1
	ldr	w9, [x21]
	tst	w9, w8
	b.ne	LBB0_41
; %bb.40:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	w8, #119
	strb	w8, [x25, w20, uxtw]
	add	w8, w20, #1
	mov	x20, x8
LBB0_41:                                ;   in Loop: Header=BB0_29 Depth=1
	strb	wzr, [x25, w20, uxtw]
	cmp	x27, x22
	b.ne	LBB0_43
; %bb.42:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	x0, x23
Lloh24:
	adrp	x1, l_.str.1@PAGE
Lloh25:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_46
LBB0_43:                                ;   in Loop: Header=BB0_29 Depth=1
	cmp	x28, x22
	b.ne	LBB0_45
; %bb.44:                               ;   in Loop: Header=BB0_29 Depth=1
	mov	x0, x23
Lloh26:
	adrp	x1, l_.str.2@PAGE
Lloh27:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_46
LBB0_45:                                ;   in Loop: Header=BB0_29 Depth=1
	ldr	x8, [sp, #32]                   ; 8-byte Folded Reload
	stp	x8, x22, [sp]
	mov	x0, x23
Lloh28:
	adrp	x1, l_.str.3@PAGE
Lloh29:
	add	x1, x1, l_.str.3@PAGEOFF
LBB0_46:                                ;   in Loop: Header=BB0_29 Depth=1
	bl	_string_buffer_sprintf
	ldr	w2, [x23]
	cmp	w20, #1
	b.ne	LBB0_26
; %bb.47:                               ;   in Loop: Header=BB0_29 Depth=1
	sub	x3, x29, #86
	mov	x0, x24
Lloh30:
	adrp	x1, l_.str.5@PAGE
Lloh31:
	add	x1, x1, l_.str.5@PAGEOFF
	b	LBB0_27
LBB0_48:
	bl	_heap_free
	ldr	x0, [sp, #16]                   ; 8-byte Folded Reload
	mov	x1, x23
	bl	_string_buffer_release
	ldp	x29, x30, [sp, #192]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #176]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #160]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #144]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #128]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #112]            ; 16-byte Folded Reload
	add	sp, sp, #208
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh14, Lloh15
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpLdrGotLdr	Lloh18, Lloh19, Lloh20
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpAdd	Lloh24, Lloh25
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh30, Lloh31
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"More input varyings declared than supported, expect issues.\n"

l_.str.1:                               ; @.str.1
	.asciz	"gl_FrontColor"

l_.str.2:                               ; @.str.2
	.asciz	"gl_FrontSecondaryColor"

l_.str.3:                               ; @.str.3
	.asciz	"%s[%u]"

l_.str.4:                               ; @.str.4
	.asciz	"%s%s = outputs[%u]%s;\n"

	.comm	_WINED3DSP_WRITEMASK_ALL,4,2    ; @WINED3DSP_WRITEMASK_ALL
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
	.comm	_WINED3DSP_WRITEMASK_1,4,2      ; @WINED3DSP_WRITEMASK_1
	.comm	_WINED3DSP_WRITEMASK_2,4,2      ; @WINED3DSP_WRITEMASK_2
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ; @WINED3DSP_WRITEMASK_3
l_.str.5:                               ; @.str.5
	.asciz	"%s.%s = 0.0;\n"

l_.str.6:                               ; @.str.6
	.asciz	"%s.%s = vec%u(0.0);\n"

	.no_dead_strip	_shader_glsl_setup_vs3_output
.subsections_via_symbols
