	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_input_pack
_shader_glsl_input_pack:                ## @shader_glsl_input_pack
	.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	$72, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r9, -80(%rbp)                  ## 8-byte Spill
	movq	%r8, -88(%rbp)                  ## 8-byte Spill
	movq	%rcx, -104(%rbp)                ## 8-byte Spill
	movq	%rsi, -64(%rbp)                 ## 8-byte Spill
	movq	%rdi, -72(%rbp)                 ## 8-byte Spill
	cmpl	$0, (%rdx)
	je	LBB0_38
## %bb.1:
	cmpq	$0, 16(%rbp)
	leaq	L_.str.7(%rip), %rax
	leaq	L_.str.6(%rip), %rcx
	cmoveq	%rax, %rcx
	movq	%rcx, -96(%rbp)                 ## 8-byte Spill
	xorl	%r15d, %r15d
	xorl	%r12d, %r12d
	movq	%rdx, -56(%rbp)                 ## 8-byte Spill
	jmp	LBB0_2
LBB0_34:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %rdx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.10(%rip), %rsi
LBB0_35:                                ##   in Loop: Header=BB0_2 Depth=1
	leaq	-46(%rbp), %rcx
	movq	%rcx, %r8
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_36:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-56(%rbp), %rdx                 ## 8-byte Reload
LBB0_37:                                ##   in Loop: Header=BB0_2 Depth=1
	incq	%r12
	movl	(%rdx), %eax
	addq	$40, %r15
	cmpq	%rax, %r12
	jae	LBB0_38
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	8(%rdx), %rbx
	movq	-104(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %eax
	movl	(%rbx,%r15), %ecx
	btl	%ecx, %eax
	jae	LBB0_37
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	8(%rbx,%r15), %r14
	movl	16(%rbx,%r15), %r13d
	movl	32(%rbx,%r15), %edi
	leaq	-46(%rbp), %rsi
	callq	_shader_glsl_write_mask_to_str
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	movq	(%rcx), %rax
	movq	_vertexshader@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rax
	jne	LBB0_23
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	24(%rbx,%r15), %rsi
	movq	_WINED3D_SV_POSITION@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_7
## %bb.5:                               ##   in Loop: Header=BB0_2 Depth=1
	testl	%r13d, %r13d
	jne	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %rdx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str(%rip), %rsi
	jmp	LBB0_35
	.p2align	4, 0x90
LBB0_23:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_DECL_USAGE_TEXCOORD@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	callq	_shader_match_semantic
	testq	%rax, %rax
	je	LBB0_29
## %bb.24:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	cmpq	$0, 16(%rcx)
	je	LBB0_26
## %bb.25:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %rdx
	jmp	LBB0_14
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 16(%rcx)
	je	LBB0_10
## %bb.8:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_DECL_USAGE_TEXCOORD@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	callq	_shader_match_semantic
	testq	%rax, %rax
	je	LBB0_9
## %bb.13:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx,%r15), %edx
LBB0_14:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.1(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_36
LBB0_29:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_DECL_USAGE_COLOR@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%r14, %rdi
	callq	_shader_match_semantic
	testq	%rax, %rax
	je	LBB0_34
## %bb.30:                              ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$1, %r13d
	je	LBB0_33
## %bb.31:                              ##   in Loop: Header=BB0_2 Depth=1
	testl	%r13d, %r13d
	jne	LBB0_34
## %bb.32:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %rdx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.11(%rip), %rsi
	jmp	LBB0_35
LBB0_26:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	(%rcx), %rax
	movq	_pretransformed@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rax
	jne	LBB0_34
## %bb.27:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	8(%rcx), %eax
	btl	%r13d, %eax
	jae	LBB0_34
## %bb.28:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %r14
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	callq	_needs_legacy_glsl_syntax
	testq	%rax, %rax
	leaq	L_.str.8(%rip), %r8
	leaq	L_.str.9(%rip), %rax
	cmoveq	%rax, %r8
	leaq	-46(%rbp), %rcx
	movq	%rcx, (%rsp)
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.7(%rip), %rsi
	movq	%r14, %rdx
	movl	%r13d, %r9d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_36
LBB0_9:                                 ##   in Loop: Header=BB0_2 Depth=1
	movq	24(%rbx,%r15), %rsi
LBB0_10:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_SV_IS_FRONT_FACE@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_15
## %bb.11:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx,%r15), %edx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.2(%rip), %rsi
	jmp	LBB0_12
LBB0_15:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	jne	LBB0_20
## %bb.16:                              ##   in Loop: Header=BB0_2 Depth=1
	testl	%r13d, %r13d
	jne	LBB0_20
## %bb.17:                              ##   in Loop: Header=BB0_2 Depth=1
	movq	-80(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movq	_ARB_FRAGMENT_LAYER_VIEWPORT@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_19
## %bb.18:                              ##   in Loop: Header=BB0_2 Depth=1
	movl	(%rbx,%r15), %edx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.3(%rip), %rsi
LBB0_12:                                ##   in Loop: Header=BB0_2 Depth=1
	leaq	-46(%rbp), %rcx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_36
LBB0_33:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %rdx
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	leaq	L_.str.12(%rip), %rsi
	jmp	LBB0_35
LBB0_20:                                ##   in Loop: Header=BB0_2 Depth=1
	testq	%rsi, %rsi
	je	LBB0_22
## %bb.21:                              ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str.5(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
LBB0_22:                                ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %r13                 ## 8-byte Reload
	movq	(%r13), %rax
	movl	(%rbx,%r15), %ecx
	movslq	(%rax,%rcx,4), %r14
	movq	-80(%rbp), %rdi                 ## 8-byte Reload
	callq	_shader_glsl_shader_input_name
	movq	(%r13), %rcx
	movl	(%rbx,%r15), %edx
	movl	(%rcx,%rdx,4), %r9d
	leaq	-46(%rbp), %rcx
	movq	%rcx, (%rsp)
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	movq	-96(%rbp), %rsi                 ## 8-byte Reload
	movq	%r14, %rdx
	movl	%eax, %r8d
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_36
LBB0_19:                                ##   in Loop: Header=BB0_2 Depth=1
	leaq	L_.str.4(%rip), %rdi
	xorl	%eax, %eax
	callq	_FIXME
	jmp	LBB0_36
LBB0_38:
	addq	$72, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_vertexshader,8,3               ## @vertexshader
	.comm	_WINED3D_SV_POSITION,8,3        ## @WINED3D_SV_POSITION
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"ps_in[%u]%s = vpos%s;\n"

	.comm	_WINED3D_DECL_USAGE_TEXCOORD,4,2 ## @WINED3D_DECL_USAGE_TEXCOORD
L_.str.1:                               ## @.str.1
	.asciz	"ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_IS_FRONT_FACE,8,3   ## @WINED3D_SV_IS_FRONT_FACE
L_.str.2:                               ## @.str.2
	.asciz	"ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n"

	.comm	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX,8,3 ## @WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
	.comm	_ARB_FRAGMENT_LAYER_VIEWPORT,8,3 ## @ARB_FRAGMENT_LAYER_VIEWPORT
L_.str.3:                               ## @.str.3
	.asciz	"ps_in[%u]%s = intBitsToFloat(gl_Layer);\n"

L_.str.4:                               ## @.str.4
	.asciz	"ARB_fragment_layer_viewport is not supported.\n"

L_.str.5:                               ## @.str.5
	.asciz	"Unhandled sysval semantic %#x.\n"

L_.str.6:                               ## @.str.6
	.asciz	"ps_in[%u]%s = %s%u%s;\n"

L_.str.7:                               ## @.str.7
	.asciz	"ps_in[%u]%s = %s[%u]%s;\n"

	.comm	_pretransformed,8,3             ## @pretransformed
L_.str.8:                               ## @.str.8
	.asciz	"gl_TexCoord"

L_.str.9:                               ## @.str.9
	.asciz	"ffp_varying_texcoord"

L_.str.10:                              ## @.str.10
	.asciz	"ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n"

	.comm	_WINED3D_DECL_USAGE_COLOR,4,2   ## @WINED3D_DECL_USAGE_COLOR
L_.str.11:                              ## @.str.11
	.asciz	"ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n"

L_.str.12:                              ## @.str.12
	.asciz	"ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n"

	.no_dead_strip	_shader_glsl_input_pack
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_input_pack
_shader_glsl_input_pack:                ; @shader_glsl_input_pack
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #176
	.cfi_def_cfa_offset 176
	stp	x28, x27, [sp, #80]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #96]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #112]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #128]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #144]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #160]            ; 16-byte Folded Spill
	add	x29, sp, #160
	.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
	stp	x5, x0, [sp, #48]               ; 16-byte Folded Spill
	str	x1, [sp, #64]                   ; 8-byte Folded Spill
	ldr	w8, [x2]
	cbz	w8, LBB0_34
; %bb.1:
	mov	x20, x4
	mov	x21, x3
	mov	x22, x2
	mov	x25, #0
	mov	x27, #0
Lloh0:
	adrp	x8, l_.str.6@PAGE
Lloh1:
	add	x8, x8, l_.str.6@PAGEOFF
Lloh2:
	adrp	x9, l_.str.7@PAGE
Lloh3:
	add	x9, x9, l_.str.7@PAGEOFF
	cmp	x6, #0
	csel	x8, x9, x8, eq
	str	x8, [sp, #40]                   ; 8-byte Folded Spill
	add	x23, sp, #74
	b	LBB0_5
LBB0_2:                                 ;   in Loop: Header=BB0_5 Depth=1
	ldp	x8, x0, [sp, #56]               ; 16-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x2, [x8, x9, lsl #2]
	add	x8, sp, #74
	stp	x8, x8, [sp]
	add	x23, sp, #74
Lloh4:
	adrp	x1, l_.str@PAGE
Lloh5:
	add	x1, x1, l_.str@PAGEOFF
LBB0_3:                                 ;   in Loop: Header=BB0_5 Depth=1
	bl	_shader_addline
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x27, x27, #1
	ldr	w8, [x22]
	add	x25, x25, #40
	cmp	x27, x8
	b.hs	LBB0_34
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x19, [x22, #8]
	ldr	w8, [x21]
	ldr	w9, [x19, x25]
	lsr	w8, w8, w9
	tbz	w8, #0, LBB0_4
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x24, x19, x25
	ldr	x26, [x24, #8]
	ldr	w28, [x24, #16]
	ldr	w0, [x24, #32]
	add	x1, sp, #74
	bl	_shader_glsl_write_mask_to_str
	ldr	x8, [x20]
Lloh6:
	adrp	x9, _vertexshader@GOTPAGE
Lloh7:
	ldr	x9, [x9, _vertexshader@GOTPAGEOFF]
Lloh8:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_11
; %bb.7:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x24, #24]
Lloh9:
	adrp	x9, _WINED3D_SV_POSITION@GOTPAGE
Lloh10:
	ldr	x9, [x9, _WINED3D_SV_POSITION@GOTPAGEOFF]
Lloh11:
	ldr	x9, [x9]
	cmp	x8, x9
	ccmp	w28, #0, #0, eq
	b.eq	LBB0_2
; %bb.8:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x9, [x20, #16]
	cbz	x9, LBB0_24
; %bb.9:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh12:
	adrp	x8, _WINED3D_DECL_USAGE_TEXCOORD@GOTPAGE
Lloh13:
	ldr	x8, [x8, _WINED3D_DECL_USAGE_TEXCOORD@GOTPAGEOFF]
Lloh14:
	ldr	w1, [x8]
	mov	x0, x26
	bl	_shader_match_semantic
	cbz	x0, LBB0_23
; %bb.10:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w2, [x19, x25]
	b	LBB0_14
LBB0_11:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh15:
	adrp	x8, _WINED3D_DECL_USAGE_TEXCOORD@GOTPAGE
Lloh16:
	ldr	x8, [x8, _WINED3D_DECL_USAGE_TEXCOORD@GOTPAGEOFF]
Lloh17:
	ldr	w1, [x8]
	mov	x0, x26
	bl	_shader_match_semantic
	cbz	x0, LBB0_15
; %bb.12:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x20, #16]
	cbz	x8, LBB0_19
; %bb.13:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [sp, #56]                   ; 8-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x2, [x8, x9, lsl #2]
LBB0_14:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x0, [sp, #64]                   ; 8-byte Folded Reload
Lloh18:
	adrp	x1, l_.str.1@PAGE
Lloh19:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_3
LBB0_15:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh20:
	adrp	x8, _WINED3D_DECL_USAGE_COLOR@GOTPAGE
Lloh21:
	ldr	x8, [x8, _WINED3D_DECL_USAGE_COLOR@GOTPAGEOFF]
Lloh22:
	ldr	w1, [x8]
	mov	x0, x26
	bl	_shader_match_semantic
	cbz	x0, LBB0_22
; %bb.16:                               ;   in Loop: Header=BB0_5 Depth=1
	cmp	w28, #1
	b.eq	LBB0_30
; %bb.17:                               ;   in Loop: Header=BB0_5 Depth=1
	cbnz	w28, LBB0_22
; %bb.18:                               ;   in Loop: Header=BB0_5 Depth=1
	ldp	x8, x0, [sp, #56]               ; 16-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x2, [x8, x9, lsl #2]
	add	x8, sp, #74
	stp	x8, x8, [sp]
	add	x23, sp, #74
Lloh23:
	adrp	x1, l_.str.11@PAGE
Lloh24:
	add	x1, x1, l_.str.11@PAGEOFF
	b	LBB0_3
LBB0_19:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x20]
Lloh25:
	adrp	x9, _pretransformed@GOTPAGE
Lloh26:
	ldr	x9, [x9, _pretransformed@GOTPAGEOFF]
Lloh27:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_22
; %bb.20:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w8, [x20, #8]
	lsr	w8, w8, w28
	tbz	w8, #0, LBB0_22
; %bb.21:                               ;   in Loop: Header=BB0_5 Depth=1
	ldp	x0, x8, [sp, #48]               ; 16-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x26, [x8, x9, lsl #2]
	bl	_needs_legacy_glsl_syntax
	cmp	x0, #0
Lloh28:
	adrp	x8, l_.str.8@PAGE
Lloh29:
	add	x8, x8, l_.str.8@PAGEOFF
Lloh30:
	adrp	x9, l_.str.9@PAGE
Lloh31:
	add	x9, x9, l_.str.9@PAGEOFF
	csel	x8, x9, x8, eq
	add	x9, sp, #74
	stp	x28, x9, [sp, #16]
	stp	x9, x8, [sp]
	add	x23, sp, #74
	ldr	x0, [sp, #64]                   ; 8-byte Folded Reload
Lloh32:
	adrp	x1, l_.str.7@PAGE
Lloh33:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x2, x26
	b	LBB0_3
LBB0_22:                                ;   in Loop: Header=BB0_5 Depth=1
	ldp	x8, x0, [sp, #56]               ; 16-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x2, [x8, x9, lsl #2]
	add	x8, sp, #74
	stp	x8, x8, [sp]
	add	x23, sp, #74
Lloh34:
	adrp	x1, l_.str.10@PAGE
Lloh35:
	add	x1, x1, l_.str.10@PAGEOFF
	b	LBB0_3
LBB0_23:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [x24, #24]
LBB0_24:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh36:
	adrp	x9, _WINED3D_SV_IS_FRONT_FACE@GOTPAGE
Lloh37:
	ldr	x9, [x9, _WINED3D_SV_IS_FRONT_FACE@GOTPAGEOFF]
Lloh38:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_26
; %bb.25:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w2, [x19, x25]
	str	x23, [sp]
	ldr	x0, [sp, #64]                   ; 8-byte Folded Reload
Lloh39:
	adrp	x1, l_.str.2@PAGE
Lloh40:
	add	x1, x1, l_.str.2@PAGEOFF
	b	LBB0_3
LBB0_26:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh41:
	adrp	x9, _WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPAGE
Lloh42:
	ldr	x9, [x9, _WINED3D_SV_RENDER_TARGET_ARRAY_INDEX@GOTPAGEOFF]
Lloh43:
	ldr	x9, [x9]
	cmp	x8, x9
	ccmp	w28, #0, #0, eq
	b.eq	LBB0_31
; %bb.27:                               ;   in Loop: Header=BB0_5 Depth=1
	cbz	x8, LBB0_29
; %bb.28:                               ;   in Loop: Header=BB0_5 Depth=1
	str	x8, [sp]
Lloh44:
	adrp	x0, l_.str.5@PAGE
Lloh45:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_FIXME
LBB0_29:                                ;   in Loop: Header=BB0_5 Depth=1
	ldp	x0, x24, [sp, #48]              ; 16-byte Folded Reload
	ldr	x8, [x24]
	ldr	w9, [x19, x25]
	ldrsw	x26, [x8, x9, lsl #2]
	bl	_shader_glsl_shader_input_name
                                        ; kill: def $w0 killed $w0 def $x0
	ldr	x8, [x24]
	ldr	w9, [x19, x25]
	ldr	w8, [x8, x9, lsl #2]
	add	x9, sp, #74
	stp	x8, x9, [sp, #16]
	stp	x9, x0, [sp]
	add	x23, sp, #74
	ldr	x0, [sp, #64]                   ; 8-byte Folded Reload
	ldr	x1, [sp, #40]                   ; 8-byte Folded Reload
	mov	x2, x26
	b	LBB0_3
LBB0_30:                                ;   in Loop: Header=BB0_5 Depth=1
	ldp	x8, x0, [sp, #56]               ; 16-byte Folded Reload
	ldr	x8, [x8]
	ldr	w9, [x19, x25]
	ldrsw	x2, [x8, x9, lsl #2]
	add	x8, sp, #74
	stp	x8, x8, [sp]
	add	x23, sp, #74
Lloh46:
	adrp	x1, l_.str.12@PAGE
Lloh47:
	add	x1, x1, l_.str.12@PAGEOFF
	b	LBB0_3
LBB0_31:                                ;   in Loop: Header=BB0_5 Depth=1
	ldr	x8, [sp, #48]                   ; 8-byte Folded Reload
	ldr	x8, [x8]
Lloh48:
	adrp	x9, _ARB_FRAGMENT_LAYER_VIEWPORT@GOTPAGE
Lloh49:
	ldr	x9, [x9, _ARB_FRAGMENT_LAYER_VIEWPORT@GOTPAGEOFF]
Lloh50:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_33
; %bb.32:                               ;   in Loop: Header=BB0_5 Depth=1
	ldr	w2, [x19, x25]
	str	x23, [sp]
	ldr	x0, [sp, #64]                   ; 8-byte Folded Reload
Lloh51:
	adrp	x1, l_.str.3@PAGE
Lloh52:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_3
LBB0_33:                                ;   in Loop: Header=BB0_5 Depth=1
Lloh53:
	adrp	x0, l_.str.4@PAGE
Lloh54:
	add	x0, x0, l_.str.4@PAGEOFF
	bl	_FIXME
	b	LBB0_4
LBB0_34:
	ldp	x29, x30, [sp, #160]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #144]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #128]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #112]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #96]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #80]             ; 16-byte Folded Reload
	add	sp, sp, #176
	ret
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh8
	.loh AdrpLdrGotLdr	Lloh9, Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh12, Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpAdd	Lloh23, Lloh24
	.loh AdrpLdrGotLdr	Lloh25, Lloh26, Lloh27
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpLdrGotLdr	Lloh41, Lloh42, Lloh43
	.loh AdrpAdd	Lloh44, Lloh45
	.loh AdrpAdd	Lloh46, Lloh47
	.loh AdrpLdrGotLdr	Lloh48, Lloh49, Lloh50
	.loh AdrpAdd	Lloh51, Lloh52
	.loh AdrpAdd	Lloh53, Lloh54
	.cfi_endproc
                                        ; -- End function
	.comm	_vertexshader,8,3               ; @vertexshader
	.comm	_WINED3D_SV_POSITION,8,3        ; @WINED3D_SV_POSITION
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"ps_in[%u]%s = vpos%s;\n"

	.comm	_WINED3D_DECL_USAGE_TEXCOORD,4,2 ; @WINED3D_DECL_USAGE_TEXCOORD
l_.str.1:                               ; @.str.1
	.asciz	"ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n"

	.comm	_WINED3D_SV_IS_FRONT_FACE,8,3   ; @WINED3D_SV_IS_FRONT_FACE
l_.str.2:                               ; @.str.2
	.asciz	"ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n"

	.comm	_WINED3D_SV_RENDER_TARGET_ARRAY_INDEX,8,3 ; @WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
	.comm	_ARB_FRAGMENT_LAYER_VIEWPORT,8,3 ; @ARB_FRAGMENT_LAYER_VIEWPORT
l_.str.3:                               ; @.str.3
	.asciz	"ps_in[%u]%s = intBitsToFloat(gl_Layer);\n"

l_.str.4:                               ; @.str.4
	.asciz	"ARB_fragment_layer_viewport is not supported.\n"

l_.str.5:                               ; @.str.5
	.asciz	"Unhandled sysval semantic %#x.\n"

l_.str.6:                               ; @.str.6
	.asciz	"ps_in[%u]%s = %s%u%s;\n"

l_.str.7:                               ; @.str.7
	.asciz	"ps_in[%u]%s = %s[%u]%s;\n"

	.comm	_pretransformed,8,3             ; @pretransformed
l_.str.8:                               ; @.str.8
	.asciz	"gl_TexCoord"

l_.str.9:                               ; @.str.9
	.asciz	"ffp_varying_texcoord"

l_.str.10:                              ; @.str.10
	.asciz	"ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n"

	.comm	_WINED3D_DECL_USAGE_COLOR,4,2   ; @WINED3D_DECL_USAGE_COLOR
l_.str.11:                              ; @.str.11
	.asciz	"ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n"

l_.str.12:                              ; @.str.12
	.asciz	"ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n"

	.no_dead_strip	_shader_glsl_input_pack
.subsections_via_symbols
