	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_arb_generate_pshader
_shader_arb_generate_pshader:           ## @shader_arb_generate_pshader
	.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	$232, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r8, -168(%rbp)                 ## 8-byte Spill
	movq	%rcx, -184(%rbp)                ## 8-byte Spill
	movq	%rdx, -120(%rbp)                ## 8-byte Spill
	movq	%rsi, -160(%rbp)                ## 8-byte Spill
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	movq	_FALSE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -144(%rbp)                ## 8-byte Spill
	movq	16(%rdi), %rax
	movq	%rax, -248(%rbp)                ## 8-byte Spill
	movl	24(%rdi), %r15d
	testl	%r15d, %r15d
	movq	%rdi, -128(%rbp)                ## 8-byte Spill
	je	LBB0_11
## %bb.1:
	leaq	L_.str(%rip), %r14
	xorl	%r12d, %r12d
	xorl	%ebx, %ebx
	jmp	LBB0_2
LBB0_7:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%r12d, %eax
	leaq	-80(,%rax,4), %rdi
	addq	%rbp, %rdi
	movq	%r14, %rsi
	movl	%ebx, %edx
	xorl	%eax, %eax
	callq	_sprintf
	movq	-128(%rbp), %rdi                ## 8-byte Reload
	incl	%r12d
	cmpl	$4, %r12d
	je	LBB0_16
	.p2align	4, 0x90
LBB0_8:                                 ##   in Loop: Header=BB0_2 Depth=1
	movl	%r15d, %eax
	sarl	%eax
	incl	%ebx
	cmpl	$1, %r15d
	movl	%eax, %r15d
	jbe	LBB0_9
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	testb	$1, %r15b
	je	LBB0_8
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpq	$0, 8(%rdi)
	je	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_2 Depth=1
	cmpl	(%rdi), %ebx
	je	LBB0_8
LBB0_5:                                 ##   in Loop: Header=BB0_2 Depth=1
	cmpl	$1, 72(%rdi)
	jg	LBB0_7
## %bb.6:                               ##   in Loop: Header=BB0_2 Depth=1
	testl	%ebx, %ebx
	je	LBB0_8
	jmp	LBB0_7
LBB0_9:
	movq	-144(%rbp), %r14                ## 8-byte Reload
	cmpl	$3, %r12d
	ja	LBB0_17
## %bb.10:
	movl	%r12d, %eax
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_11:
	movb	$0, -78(%rbp)
	movw	$16724, -80(%rbp)               ## imm = 0x4154
	movw	$16980, -76(%rbp)               ## imm = 0x4254
	movb	$0, -74(%rbp)
	movw	$17236, -72(%rbp)               ## imm = 0x4354
	movb	$0, -70(%rbp)
	movw	$17492, -68(%rbp)               ## imm = 0x4454
	movb	$0, -66(%rbp)
	movq	_TRUE@GOTPCREL(%rip), %rax
	movq	(%rax), %r14
	jmp	LBB0_17
LBB0_12:
	movb	$0, -74(%rbp)
	movw	$16724, -76(%rbp)               ## imm = 0x4154
	movw	$16980, -72(%rbp)               ## imm = 0x4254
	movb	$0, -70(%rbp)
	movw	$17236, -68(%rbp)               ## imm = 0x4354
	movb	$0, -66(%rbp)
	jmp	LBB0_16
LBB0_13:
	movb	$0, -70(%rbp)
	movw	$16724, -72(%rbp)               ## imm = 0x4154
	movw	$16980, -68(%rbp)               ## imm = 0x4254
	movb	$0, -66(%rbp)
	jmp	LBB0_16
LBB0_15:
	movb	$0, -66(%rbp)
	movw	$16724, -68(%rbp)               ## imm = 0x4154
LBB0_16:
	movq	-144(%rbp), %r14                ## 8-byte Reload
LBB0_17:
	leaq	-232(%rbp), %rbx
	movq	%rbx, %rdi
	xorl	%esi, %esi
	movl	$48, %edx
	callq	_memset
	movq	-184(%rbp), %r15                ## 8-byte Reload
	movq	%r15, -224(%rbp)
	movq	-168(%rbp), %rax                ## 8-byte Reload
	movq	%rax, -192(%rbp)
	addq	$40, %rax
	movq	%rax, -216(%rbp)
	movq	-128(%rbp), %rdi                ## 8-byte Reload
	movq	%r15, %rsi
	movq	%rbx, %rdx
	callq	_init_ps_input
	leaq	-200(%rbp), %rdi
	callq	_list_init
	movq	-128(%rbp), %rcx                ## 8-byte Reload
	movq	8(%r15), %rax
	movq	%rax, -208(%rbp)
	cmpq	$0, 120(%rcx)
	jne	LBB0_25
## %bb.18:
	cmpq	$0, 64(%rcx)
	jne	LBB0_25
## %bb.19:
	cmpq	$0, 32(%rcx)
	jg	LBB0_25
## %bb.20:
	cmpq	$0, 112(%rcx)
	jne	LBB0_25
## %bb.21:
	cmpq	$0, 104(%rcx)
	jne	LBB0_25
## %bb.22:
	cmpq	$0, 96(%rcx)
	jne	LBB0_25
## %bb.23:
	cmpq	$0, 88(%rcx)
	jne	LBB0_25
## %bb.24:
	cmpq	$0, 80(%rcx)
	movq	-144(%rbp), %rbx                ## 8-byte Reload
	je	LBB0_26
LBB0_25:
	movq	_TRUE@GOTPCREL(%rip), %rax
	movq	(%rax), %rbx
LBB0_26:
	leaq	L_.str.5(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	testq	%rbx, %rbx
	je	LBB0_32
## %bb.27:
	movq	-160(%rbp), %rax                ## 8-byte Reload
	movq	16(%rax), %rax
	movq	_NV_FRAGMENT_PROGRAM2@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_29
## %bb.28:
	leaq	L_.str.6(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_NV3@GOTPCREL(%rip), %rax
	jmp	LBB0_33
LBB0_29:
	movq	_NV_FRAGMENT_PROGRAM_OPTION@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	je	LBB0_31
## %bb.30:
	leaq	L_.str.7(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_NV2@GOTPCREL(%rip), %rax
	jmp	LBB0_33
LBB0_31:
	leaq	L_.str.8(%rip), %rdi
	callq	_ERR
	leaq	L_.str.9(%rip), %rdi
	callq	_ERR
LBB0_32:
	movq	_ARB@GOTPCREL(%rip), %rax
LBB0_33:
	movq	(%rax), %rax
	movq	%rax, -232(%rbp)
	movq	-128(%rbp), %rax                ## 8-byte Reload
	cmpl	$2, 40(%rax)
	jl	LBB0_35
## %bb.34:
	leaq	L_.str.10(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %rax                ## 8-byte Reload
LBB0_35:
	cmpl	$2, 72(%rax)
	jg	LBB0_45
## %bb.36:
	movl	(%r15), %eax
	cmpl	$131, %eax
	je	LBB0_42
## %bb.37:
	cmpl	$130, %eax
	je	LBB0_43
## %bb.38:
	cmpl	$129, %eax
	jne	LBB0_45
## %bb.39:
	movq	_WINED3D_QUIRK_BROKEN_ARB_FOG@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movq	-160(%rbp), %rcx                ## 8-byte Reload
	testl	%eax, (%rcx)
	je	LBB0_41
## %bb.40:
	movq	_TRUE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -144(%rbp)                ## 8-byte Spill
	movq	%rax, -208(%rbp)
	jmp	LBB0_45
LBB0_42:
	leaq	L_.str.12(%rip), %rsi
	jmp	LBB0_44
LBB0_43:
	leaq	L_.str.13(%rip), %rsi
	jmp	LBB0_44
LBB0_41:
	leaq	L_.str.11(%rip), %rsi
LBB0_44:
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_45:
	leaq	L_.str.14(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	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
	testq	%r14, %r14
	je	LBB0_47
## %bb.46:
	leaq	L_.str.17(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_47:
	leaq	L_.str.18(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.19(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_eps@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-112(%rbp), %r14
	movq	%r14, %rsi
	callq	_wined3d_ftoa
	leaq	L_.str.20(%rip), %rsi
	movq	%rbx, %rdi
	movq	%r14, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %rax                ## 8-byte Reload
	cmpl	$1, 72(%rax)
	jg	LBB0_49
## %bb.48:
	leaq	L_.str.21(%rip), %rsi
	jmp	LBB0_54
LBB0_49:
	cmpq	$0, -208(%rbp)
	je	LBB0_53
## %bb.50:
	cmpq	$0, 8(%rax)
	je	LBB0_52
## %bb.51:
	movl	(%rax), %edx
	leaq	L_.str(%rip), %rsi
	leaq	-64(%rbp), %rdi
	xorl	%eax, %eax
	callq	_sprintf
	jmp	LBB0_55
LBB0_53:
	leaq	L_.str.24(%rip), %rsi
	jmp	LBB0_54
LBB0_52:
	leaq	L_.str.22(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.23(%rip), %rsi
LBB0_54:
	leaq	-64(%rbp), %rdi
	callq	_strcpy
LBB0_55:
	movq	-128(%rbp), %rdi                ## 8-byte Reload
	leaq	24(%rdi), %r12
	cmpq	$0, 8(%r15)
	je	LBB0_57
## %bb.56:
	leaq	L_.str.25(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_wined3d_srgb_const0@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%rbx, %rdi
	callq	_shader_arb_append_imm_vec4
	leaq	L_.str.26(%rip), %r14
	movq	%rbx, %rdi
	movq	%r14, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.27(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_wined3d_srgb_const1@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%rbx, %rdi
	callq	_shader_arb_append_imm_vec4
	movq	%rbx, %rdi
	movq	%r14, %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %rdi                ## 8-byte Reload
LBB0_57:
	xorl	%eax, %eax
	movq	%rax, -152(%rbp)                ## 8-byte Spill
	leaq	-232(%rbp), %r9
	movq	%r12, -240(%rbp)                ## 8-byte Spill
	movq	%r12, %rsi
	movq	-120(%rbp), %rdx                ## 8-byte Reload
	movq	-160(%rbp), %rcx                ## 8-byte Reload
	xorl	%r8d, %r8d
	callq	_shader_generate_arb_declarations
	movq	-128(%rbp), %r8                 ## 8-byte Reload
	movl	44(%r8), %ebx
	testl	%ebx, %ebx
	je	LBB0_62
## %bb.58:
	xorl	%eax, %eax
	movq	%rax, -152(%rbp)                ## 8-byte Spill
	xorl	%r12d, %r12d
	movq	-168(%rbp), %r14                ## 8-byte Reload
	jmp	LBB0_59
	.p2align	4, 0x90
LBB0_64:                                ##   in Loop: Header=BB0_59 Depth=1
	addl	$2, %r13d
	movq	%r13, -152(%rbp)                ## 8-byte Spill
	movslq	-172(%rbp), %rcx                ## 4-byte Folded Reload
	movq	24(%r14), %rax
	movq	%rcx, 8(%rax,%r15)
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	leaq	L_.str.29(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %r8                 ## 8-byte Reload
LBB0_65:                                ##   in Loop: Header=BB0_59 Depth=1
	movl	%ebx, %eax
	sarl	%eax
	incl	%r12d
	cmpl	$2, %ebx
	movl	%eax, %ebx
	jb	LBB0_62
LBB0_59:                                ## =>This Inner Loop Header: Depth=1
	testb	$1, %bl
	je	LBB0_65
## %bb.60:                              ##   in Loop: Header=BB0_59 Depth=1
	movzbl	(%r14), %r15d
	movq	%r15, -256(%rbp)                ## 8-byte Spill
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rax
	movq	32(%r14), %rdx
	shlq	$4, %r15
	movq	%rax, 8(%rdx,%r15)
	movl	%r12d, (%rdx,%r15)
	movq	(%rcx), %rax
	movq	24(%r14), %rcx
	movq	%rax, 8(%rcx,%r15)
	movl	%r12d, (%rcx,%r15)
	movq	-152(%rbp), %r13                ## 8-byte Reload
	leal	1(%r13), %eax
	movl	%eax, -172(%rbp)                ## 4-byte Spill
	movslq	%r13d, %rcx
	movq	%rcx, 8(%rdx,%r15)
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	leaq	L_.str.28(%rip), %rsi
	movl	%r12d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-128(%rbp), %r8                 ## 8-byte Reload
	movq	-256(%rbp), %rax                ## 8-byte Reload
	incl	%eax
	movb	%al, (%r14)
	movl	48(%r8), %eax
	btl	%r12d, %eax
	jb	LBB0_64
## %bb.61:                              ##   in Loop: Header=BB0_59 Depth=1
	movl	-172(%rbp), %eax                ## 4-byte Reload
                                        ## kill: def $eax killed $eax def $rax
	movq	%rax, -152(%rbp)                ## 8-byte Spill
	jmp	LBB0_65
LBB0_62:
	movq	_WINED3D_MAX_CONSTS_I@GOTPCREL(%rip), %rsi
	cmpl	$0, (%rsi)
	je	LBB0_63
## %bb.66:
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %r14
	movq	_NV2@GOTPCREL(%rip), %r12
	xorl	%r15d, %r15d
	movq	-168(%rbp), %rbx                ## 8-byte Reload
	movq	-152(%rbp), %r13                ## 8-byte Reload
	jmp	LBB0_67
LBB0_71:                                ##   in Loop: Header=BB0_67 Depth=1
	movq	8(%rbx), %rax
	movl	%r13d, (%rax,%r15,4)
	incl	20(%rbx)
	leal	1(%r13), %ebx
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	leaq	L_.str.31(%rip), %rsi
	movl	%r15d, %edx
	movl	%r13d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	movl	%ebx, %r13d
	movq	-168(%rbp), %rbx                ## 8-byte Reload
LBB0_72:                                ##   in Loop: Header=BB0_67 Depth=1
	movq	-128(%rbp), %r8                 ## 8-byte Reload
	movq	_WINED3D_MAX_CONSTS_I@GOTPCREL(%rip), %rsi
LBB0_73:                                ##   in Loop: Header=BB0_67 Depth=1
	incq	%r15
	movl	(%rsi), %eax
	cmpq	%rax, %r15
	jae	LBB0_74
LBB0_67:                                ## =>This Inner Loop Header: Depth=1
	movl	(%r14), %eax
	movq	8(%rbx), %rcx
	movl	%eax, (%rcx,%r15,4)
	movl	52(%r8), %eax
	btl	%r15d, %eax
	jae	LBB0_73
## %bb.68:                              ##   in Loop: Header=BB0_67 Depth=1
	movq	-232(%rbp), %rax
	cmpq	(%r12), %rax
	jl	LBB0_73
## %bb.69:                              ##   in Loop: Header=BB0_67 Depth=1
	movq	%r8, %rdi
	movl	%r15d, %esi
	callq	_find_loop_control_values
	testq	%rax, %rax
	je	LBB0_71
## %bb.70:                              ##   in Loop: Header=BB0_67 Depth=1
	movl	(%rax), %ecx
	movl	4(%rax), %r8d
	movl	8(%rax), %r9d
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	leaq	L_.str.30(%rip), %rsi
	movl	%r15d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_72
LBB0_63:
	movq	-168(%rbp), %rbx                ## 8-byte Reload
	movq	-152(%rbp), %r13                ## 8-byte Reload
LBB0_74:
	cmpq	$0, 56(%r8)
	jne	LBB0_76
## %bb.75:
	cmpq	$0, 64(%r8)
	je	LBB0_78
LBB0_76:
	movl	%r13d, 16(%rbx)
	leal	1(%r13), %r15d
	leaq	L_.str.32(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	movq	%r8, %rbx
	movl	%r13d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, 56(%rbx)
	movq	-184(%rbp), %r12                ## 8-byte Reload
	je	LBB0_79
## %bb.77:
	leaq	L_.str.33(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.34(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.35(%rip), %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_79
LBB0_78:
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 16(%rbx)
	movl	%r13d, %r15d
	movq	-184(%rbp), %r12                ## 8-byte Reload
LBB0_79:
	movq	-224(%rbp), %rax
	movl	4(%rax), %r10d
	testl	%r10d, %r10d
	je	LBB0_89
## %bb.80:
	movq	-216(%rbp), %rbx
	movq	-160(%rbp), %rax                ## 8-byte Reload
	movq	8(%rax), %r9
	movl	%r15d, (%rbx)
	movl	$0, 8(%rbx)
	movq	_MAX_FRAGMENT_SAMPLERS@GOTPCREL(%rip), %r8
	movl	(%r8), %edi
	testl	%edi, %edi
	je	LBB0_81
## %bb.82:
	xorl	%ecx, %ecx
	xorl	%r14d, %r14d
	jmp	LBB0_83
	.p2align	4, 0x90
LBB0_86:                                ##   in Loop: Header=BB0_83 Depth=1
	incq	%rcx
	movl	%edi, %eax
	cmpq	%rax, %rcx
	jae	LBB0_87
LBB0_83:                                ## =>This Inner Loop Header: Depth=1
	movl	$1, %esi
	shll	%cl, %esi
	btl	%ecx, %r10d
	jae	LBB0_86
## %bb.84:                              ##   in Loop: Header=BB0_83 Depth=1
	movslq	(%rbx), %rdx
	movzbl	%r14b, %eax
	movq	%rax, %rdi
	shrq	%rdi
	addq	%rdx, %rdi
	cmpq	%rdi, %r9
	jle	LBB0_103
## %bb.85:                              ##   in Loop: Header=BB0_83 Depth=1
	orl	%esi, 8(%rbx)
	leal	1(%rax), %r14d
	movq	16(%rbx), %rdx
	movl	%eax, (%rdx,%rcx,4)
	movl	(%r8), %edi
	jmp	LBB0_86
LBB0_81:
	movb	$0, 12(%rbx)
	jmp	LBB0_89
LBB0_103:
	leaq	L_.str.36(%rip), %rdi
	callq	_FIXME
LBB0_87:
	movzbl	%r14b, %eax
	incl	%eax
	shrl	%eax
	movb	%al, 12(%rbx)
	je	LBB0_89
## %bb.88:
	movzwl	%ax, %edx
	movl	(%rbx), %ecx
	leal	(%rdx,%rcx), %r8d
	decl	%r8d
	leaq	L_.str.37(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
                                        ## kill: def $edx killed $edx killed $rdx
                                        ## kill: def $ecx killed $ecx killed $rcx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_89:
	movq	-248(%rbp), %rax                ## 8-byte Reload
	movl	(%rax), %edx
	cmpl	$-1, %edx
	je	LBB0_92
## %bb.90:
	cmpq	$0, 16(%r12)
	je	LBB0_92
## %bb.91:
	leaq	L_.str.38(%rip), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_92:
	xorl	%ebx, %ebx
	leaq	-232(%rbp), %rcx
	movq	-128(%rbp), %rdi                ## 8-byte Reload
	movq	-120(%rbp), %rsi                ## 8-byte Reload
	movq	-240(%rbp), %rdx                ## 8-byte Reload
	xorl	%r8d, %r8d
	xorl	%r9d, %r9d
	callq	_shader_generate_code
	movl	%eax, %edi
	callq	_FAILED
	testq	%rax, %rax
	jne	LBB0_101
## %bb.93:
	cmpq	$0, 8(%r12)
	je	LBB0_95
## %bb.94:
	leaq	-76(%rbp), %rcx
	leaq	-72(%rbp), %r8
	leaq	-68(%rbp), %r9
	movq	-232(%rbp), %rax
	movq	_NV2@GOTPCREL(%rip), %rdx
	xorl	%esi, %esi
	cmpq	(%rdx), %rax
	setge	%sil
	movl	%esi, (%rsp)
	leaq	-64(%rbp), %rsi
	leaq	-80(%rbp), %rdx
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	callq	_arbfp_add_sRGB_correction
LBB0_95:
	cmpq	$0, -144(%rbp)                  ## 8-byte Folded Reload
	je	LBB0_97
## %bb.96:
	leaq	L_.str.1(%rip), %rdx
	leaq	-64(%rbp), %rsi
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	callq	_arbfp_add_linear_fog
LBB0_97:
	leaq	L_.str.24(%rip), %rsi
	leaq	-64(%rbp), %rdi
	callq	_strcmp
	testq	%rax, %rax
	je	LBB0_99
## %bb.98:
	leaq	L_.str.39(%rip), %rsi
	leaq	-64(%rbp), %rdx
	movq	-120(%rbp), %rdi                ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_99:
	leaq	L_.str.40(%rip), %rsi
	movq	-120(%rbp), %rbx                ## 8-byte Reload
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	-132(%rbp), %rsi
	movl	$1, %edi
	callq	_glGenProgramsARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-132(%rbp), %esi
	leaq	L_.str.41(%rip), %rdi
	callq	_TRACE
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %r14
	movl	(%r14), %edi
	movl	-132(%rbp), %esi
	callq	_glBindProgramARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	-132(%rbp), %esi
	leaq	L_.str.42(%rip), %rdi
	callq	_TRACE
	movl	(%r14), %esi
	movl	(%rbx), %edx
	movq	-160(%rbp), %rdi                ## 8-byte Reload
	callq	_shader_arb_compile
	movl	%eax, %ebx
	testl	%eax, %eax
	je	LBB0_101
## %bb.100:
	movl	-132(%rbp), %ebx
LBB0_101:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_104
## %bb.102:
	movl	%ebx, %eax
	addq	$232, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_104:
	callq	___stack_chk_fail
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_11, LBB0_11-LJTI0_0
.set L0_0_set_12, LBB0_12-LJTI0_0
.set L0_0_set_13, LBB0_13-LJTI0_0
.set L0_0_set_15, LBB0_15-LJTI0_0
LJTI0_0:
	.long	L0_0_set_11
	.long	L0_0_set_12
	.long	L0_0_set_13
	.long	L0_0_set_15
	.end_data_region
                                        ## -- End function
	.comm	_FALSE,8,3                      ## @FALSE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"R%u"

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

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

L_.str.3:                               ## @.str.3
	.asciz	"TC"

L_.str.4:                               ## @.str.4
	.asciz	"TD"

	.comm	_TRUE,8,3                       ## @TRUE
L_.str.5:                               ## @.str.5
	.asciz	"!!ARBfp1.0\n"

	.comm	_NV_FRAGMENT_PROGRAM2,8,3       ## @NV_FRAGMENT_PROGRAM2
L_.str.6:                               ## @.str.6
	.asciz	"OPTION NV_fragment_program2;\n"

	.comm	_NV3,8,3                        ## @NV3
	.comm	_NV_FRAGMENT_PROGRAM_OPTION,8,3 ## @NV_FRAGMENT_PROGRAM_OPTION
L_.str.7:                               ## @.str.7
	.asciz	"OPTION NV_fragment_program;\n"

	.comm	_NV2,8,3                        ## @NV2
L_.str.8:                               ## @.str.8
	.asciz	"The shader requires instructions that are not available in plain GL_ARB_fragment_program\n"

L_.str.9:                               ## @.str.9
	.asciz	"Try GLSL\n"

	.comm	_ARB,8,3                        ## @ARB
L_.str.10:                              ## @.str.10
	.asciz	"OPTION ARB_draw_buffers;\n"

	.comm	_WINED3D_QUIRK_BROKEN_ARB_FOG,4,2 ## @WINED3D_QUIRK_BROKEN_ARB_FOG
L_.str.11:                              ## @.str.11
	.asciz	"OPTION ARB_fog_linear;\n"

L_.str.12:                              ## @.str.12
	.asciz	"OPTION ARB_fog_exp;\n"

L_.str.13:                              ## @.str.13
	.asciz	"OPTION ARB_fog_exp2;\n"

L_.str.14:                              ## @.str.14
	.asciz	"TEMP TA;\n"

L_.str.15:                              ## @.str.15
	.asciz	"TEMP TB;\n"

L_.str.16:                              ## @.str.16
	.asciz	"TEMP TC;\n"

L_.str.17:                              ## @.str.17
	.asciz	"TEMP TD;\n"

L_.str.18:                              ## @.str.18
	.asciz	"PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"

L_.str.19:                              ## @.str.19
	.asciz	"PARAM coefmul = { 2, 4, 8, 16 };\n"

	.comm	_eps,4,2                        ## @eps
L_.str.20:                              ## @.str.20
	.asciz	"PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n"

L_.str.21:                              ## @.str.21
	.asciz	"R0"

L_.str.22:                              ## @.str.22
	.asciz	"TEMP TMP_COLOR;\n"

L_.str.23:                              ## @.str.23
	.asciz	"TMP_COLOR"

L_.str.24:                              ## @.str.24
	.asciz	"result.color"

L_.str.25:                              ## @.str.25
	.asciz	"PARAM srgb_consts0 = "

	.comm	_wined3d_srgb_const0,4,2        ## @wined3d_srgb_const0
L_.str.26:                              ## @.str.26
	.asciz	";\n"

L_.str.27:                              ## @.str.27
	.asciz	"PARAM srgb_consts1 = "

	.comm	_wined3d_srgb_const1,4,2        ## @wined3d_srgb_const1
	.comm	_WINED3D_CONST_NUM_UNUSED,8,3   ## @WINED3D_CONST_NUM_UNUSED
L_.str.28:                              ## @.str.28
	.asciz	"PARAM bumpenvmat%d = program.local[%d];\n"

L_.str.29:                              ## @.str.29
	.asciz	"PARAM luminance%d = program.local[%d];\n"

	.comm	_WINED3D_MAX_CONSTS_I,4,2       ## @WINED3D_MAX_CONSTS_I
L_.str.30:                              ## @.str.30
	.asciz	"PARAM I%u = {%u, %u, %u, -1};\n"

L_.str.31:                              ## @.str.31
	.asciz	"PARAM I%u = program.local[%u];\n"

L_.str.32:                              ## @.str.32
	.asciz	"PARAM ycorrection = program.local[%u];\n"

L_.str.33:                              ## @.str.33
	.asciz	"TEMP vpos;\n"

L_.str.34:                              ## @.str.34
	.asciz	"MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n"

L_.str.35:                              ## @.str.35
	.asciz	"FLR vpos.xy, vpos;\n"

	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ## @MAX_FRAGMENT_SAMPLERS
L_.str.36:                              ## @.str.36
	.asciz	"No free constant found to load NP2 fixup data into shader. Sampling from this texture will probably look wrong.\n"

L_.str.37:                              ## @.str.37
	.asciz	"PARAM np2fixup[%u] = { program.env[%u..%u] };\n"

L_.str.38:                              ## @.str.38
	.asciz	"KIL fragment.texcoord[%u];\n"

L_.str.39:                              ## @.str.39
	.asciz	"MOV result.color, %s;\n"

L_.str.40:                              ## @.str.40
	.asciz	"END\n"

L_.str.41:                              ## @.str.41
	.asciz	"Creating a hw pixel shader, prg=%d\n"

	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ## @GL_FRAGMENT_PROGRAM_ARB
L_.str.42:                              ## @.str.42
	.asciz	"Created hw pixel shader, prg=%d\n"

	.no_dead_strip	_shader_arb_generate_pshader
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_arb_generate_pshader
_shader_arb_generate_pshader:           ; @shader_arb_generate_pshader
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #288
	.cfi_def_cfa_offset 288
	stp	x28, x27, [sp, #192]            ; 16-byte Folded Spill
	stp	x26, x25, [sp, #208]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #224]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #240]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #256]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #272]            ; 16-byte Folded Spill
	add	x29, sp, #272
	.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	x24, x4
	str	x3, [sp, #64]                   ; 8-byte Folded Spill
	mov	x20, x2
	mov	x28, x1
	mov	x22, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	stur	x8, [x29, #-96]
Lloh3:
	adrp	x8, _FALSE@GOTPAGE
Lloh4:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh5:
	ldr	x9, [x8]
	ldr	x8, [x0, #16]
	str	x8, [sp, #32]                   ; 8-byte Folded Spill
	mov	x8, x0
	ldr	w21, [x8, #24]!
	stp	x9, x8, [sp, #48]               ; 16-byte Folded Spill
Lloh6:
	adrp	x26, _TRUE@GOTPAGE
Lloh7:
	ldr	x26, [x26, _TRUE@GOTPAGEOFF]
	cbz	w21, LBB0_10
; %bb.1:
	mov	w19, #0
	mov	w23, #0
	sub	x27, x29, #128
Lloh8:
	adrp	x25, l_.str@PAGE
Lloh9:
	add	x25, x25, l_.str@PAGEOFF
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	asr	w8, w21, #1
	add	w23, w23, #1
	cmp	w21, #1
	mov	x21, x8
	b.ls	LBB0_8
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	tbz	w21, #0, LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x22, #8]
	cbz	x8, LBB0_6
; %bb.5:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x22]
	cmp	w23, w8
	b.eq	LBB0_2
LBB0_6:                                 ;   in Loop: Header=BB0_3 Depth=1
	ldr	w8, [x22, #72]
	cmp	w8, #1
	ccmp	w23, #0, #0, le
	b.eq	LBB0_2
; %bb.7:                                ;   in Loop: Header=BB0_3 Depth=1
	add	x0, x27, w19, uxtw #2
	str	x23, [sp]
	mov	x1, x25
	bl	_sprintf
	add	w19, w19, #1
	cmp	w19, #4
	b.ne	LBB0_2
	b	LBB0_14
LBB0_8:
	ldr	x25, [sp, #48]                  ; 8-byte Folded Reload
	cmp	w19, #3
	b.hi	LBB0_15
; %bb.9:
	mov	w8, w19
Lloh10:
	adrp	x9, lJTI0_0@PAGE
Lloh11:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_10
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_10:
	sturb	wzr, [x29, #-126]
	mov	w8, #16724
	sturh	w8, [x29, #-128]
	mov	w8, #16980
	sturh	w8, [x29, #-124]
	sturb	wzr, [x29, #-122]
	mov	w8, #17236
	sturh	w8, [x29, #-120]
	sturb	wzr, [x29, #-118]
	mov	w8, #17492
	sturh	w8, [x29, #-116]
	sturb	wzr, [x29, #-114]
	ldr	x25, [x26]
	b	LBB0_15
LBB0_11:
	sturb	wzr, [x29, #-122]
	mov	w8, #16724
	sturh	w8, [x29, #-124]
	mov	w8, #16980
	sturh	w8, [x29, #-120]
	sturb	wzr, [x29, #-118]
	mov	w8, #17236
	sturh	w8, [x29, #-116]
	ldr	x25, [sp, #48]                  ; 8-byte Folded Reload
	sturb	wzr, [x29, #-114]
	b	LBB0_15
LBB0_12:
	sturb	wzr, [x29, #-118]
	mov	w8, #16724
	sturh	w8, [x29, #-120]
	mov	w8, #16980
	sturh	w8, [x29, #-116]
	sturb	wzr, [x29, #-114]
	b	LBB0_14
LBB0_13:
	sturb	wzr, [x29, #-114]
	mov	w8, #16724
	sturh	w8, [x29, #-116]
LBB0_14:
	ldr	x25, [sp, #48]                  ; 8-byte Folded Reload
LBB0_15:
	add	x19, sp, #72
	add	x0, sp, #72
	mov	w1, #0
	mov	w2, #48
	bl	_memset
	str	x24, [sp, #112]
	add	x8, x24, #40
	ldr	x21, [sp, #64]                  ; 8-byte Folded Reload
	stp	x21, x8, [sp, #80]
	add	x2, sp, #72
	mov	x0, x22
	mov	x1, x21
	bl	_init_ps_input
	add	x0, x19, #32
	bl	_list_init
	ldr	x8, [x21, #8]
	str	x8, [sp, #96]
	ldr	x8, [x22, #120]
	cbnz	x8, LBB0_23
; %bb.16:
	ldr	x8, [x22, #64]
	cbnz	x8, LBB0_23
; %bb.17:
	ldr	x8, [x22, #32]
	cmp	x8, #0
	b.gt	LBB0_23
; %bb.18:
	ldr	x8, [x22, #112]
	cbnz	x8, LBB0_23
; %bb.19:
	ldr	x8, [x22, #104]
	cbnz	x8, LBB0_23
; %bb.20:
	ldr	x8, [x22, #96]
	cbnz	x8, LBB0_23
; %bb.21:
	ldr	x8, [x22, #88]
	cbnz	x8, LBB0_23
; %bb.22:
	ldr	x8, [x22, #80]
	ldr	x19, [sp, #48]                  ; 8-byte Folded Reload
	cbz	x8, LBB0_24
LBB0_23:
	ldr	x19, [x26]
LBB0_24:
Lloh12:
	adrp	x1, l_.str.5@PAGE
Lloh13:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	cbz	x19, LBB0_30
; %bb.25:
	ldr	x8, [x28, #16]
Lloh14:
	adrp	x9, _NV_FRAGMENT_PROGRAM2@GOTPAGE
Lloh15:
	ldr	x9, [x9, _NV_FRAGMENT_PROGRAM2@GOTPAGEOFF]
Lloh16:
	ldr	x9, [x9]
	ldr	x9, [x8, x9, lsl #3]
	cbz	x9, LBB0_27
; %bb.26:
Lloh17:
	adrp	x1, l_.str.6@PAGE
Lloh18:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh19:
	adrp	x8, _NV3@GOTPAGE
Lloh20:
	ldr	x8, [x8, _NV3@GOTPAGEOFF]
	b	LBB0_31
LBB0_27:
Lloh21:
	adrp	x9, _NV_FRAGMENT_PROGRAM_OPTION@GOTPAGE
Lloh22:
	ldr	x9, [x9, _NV_FRAGMENT_PROGRAM_OPTION@GOTPAGEOFF]
Lloh23:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	cbz	x8, LBB0_29
; %bb.28:
Lloh24:
	adrp	x1, l_.str.7@PAGE
Lloh25:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh26:
	adrp	x8, _NV2@GOTPAGE
Lloh27:
	ldr	x8, [x8, _NV2@GOTPAGEOFF]
	b	LBB0_31
LBB0_29:
Lloh28:
	adrp	x0, l_.str.8@PAGE
Lloh29:
	add	x0, x0, l_.str.8@PAGEOFF
	bl	_ERR
Lloh30:
	adrp	x0, l_.str.9@PAGE
Lloh31:
	add	x0, x0, l_.str.9@PAGEOFF
	bl	_ERR
LBB0_30:
Lloh32:
	adrp	x8, _ARB@GOTPAGE
Lloh33:
	ldr	x8, [x8, _ARB@GOTPAGEOFF]
LBB0_31:
	ldr	x8, [x8]
	str	x8, [sp, #72]
	ldr	w8, [x22, #40]
	cmp	w8, #2
	b.lt	LBB0_33
; %bb.32:
Lloh34:
	adrp	x1, l_.str.10@PAGE
Lloh35:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_33:
	ldr	w8, [x22, #72]
	cmp	w8, #2
	b.gt	LBB0_43
; %bb.34:
	ldr	w8, [x21]
	cmp	w8, #131
	b.eq	LBB0_39
; %bb.35:
	cmp	w8, #130
	b.eq	LBB0_40
; %bb.36:
	cmp	w8, #129
	b.ne	LBB0_43
; %bb.37:
	ldr	w8, [x28]
Lloh36:
	adrp	x9, _WINED3D_QUIRK_BROKEN_ARB_FOG@GOTPAGE
Lloh37:
	ldr	x9, [x9, _WINED3D_QUIRK_BROKEN_ARB_FOG@GOTPAGEOFF]
Lloh38:
	ldr	w9, [x9]
	tst	w9, w8
	b.eq	LBB0_41
; %bb.38:
	ldr	x8, [x26]
	str	x8, [sp, #48]                   ; 8-byte Folded Spill
	str	x8, [sp, #96]
	b	LBB0_43
LBB0_39:
Lloh39:
	adrp	x1, l_.str.12@PAGE
Lloh40:
	add	x1, x1, l_.str.12@PAGEOFF
	b	LBB0_42
LBB0_40:
Lloh41:
	adrp	x1, l_.str.13@PAGE
Lloh42:
	add	x1, x1, l_.str.13@PAGEOFF
	b	LBB0_42
LBB0_41:
Lloh43:
	adrp	x1, l_.str.11@PAGE
Lloh44:
	add	x1, x1, l_.str.11@PAGEOFF
LBB0_42:
	mov	x0, x20
	bl	_shader_addline
LBB0_43:
Lloh45:
	adrp	x1, l_.str.14@PAGE
Lloh46:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh47:
	adrp	x1, l_.str.15@PAGE
Lloh48:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh49:
	adrp	x1, l_.str.16@PAGE
Lloh50:
	add	x1, x1, l_.str.16@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	cbz	x25, LBB0_45
; %bb.44:
Lloh51:
	adrp	x1, l_.str.17@PAGE
Lloh52:
	add	x1, x1, l_.str.17@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_45:
Lloh53:
	adrp	x1, l_.str.18@PAGE
Lloh54:
	add	x1, x1, l_.str.18@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh55:
	adrp	x1, l_.str.19@PAGE
Lloh56:
	add	x1, x1, l_.str.19@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh57:
	adrp	x8, _eps@GOTPAGE
Lloh58:
	ldr	x8, [x8, _eps@GOTPAGEOFF]
Lloh59:
	ldr	w0, [x8]
	add	x19, sp, #127
	add	x1, sp, #127
	bl	_wined3d_ftoa
	str	x19, [sp]
Lloh60:
	adrp	x1, l_.str.20@PAGE
Lloh61:
	add	x1, x1, l_.str.20@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	w8, [x22, #72]
	cmp	w8, #1
	b.gt	LBB0_47
; %bb.46:
Lloh62:
	adrp	x1, l_.str.21@PAGE
Lloh63:
	add	x1, x1, l_.str.21@PAGEOFF
	b	LBB0_52
LBB0_47:
	ldr	x8, [sp, #96]
	cbz	x8, LBB0_50
; %bb.48:
	ldr	x8, [x22, #8]
	cbz	x8, LBB0_51
; %bb.49:
	ldr	w8, [x22]
	str	x8, [sp]
Lloh64:
	adrp	x1, l_.str@PAGE
Lloh65:
	add	x1, x1, l_.str@PAGEOFF
	sub	x0, x29, #112
	bl	_sprintf
	ldr	x8, [x21, #8]
	cbnz	x8, LBB0_53
	b	LBB0_54
LBB0_50:
Lloh66:
	adrp	x1, l_.str.24@PAGE
Lloh67:
	add	x1, x1, l_.str.24@PAGEOFF
	b	LBB0_52
LBB0_51:
Lloh68:
	adrp	x1, l_.str.22@PAGE
Lloh69:
	add	x1, x1, l_.str.22@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh70:
	adrp	x1, l_.str.23@PAGE
Lloh71:
	add	x1, x1, l_.str.23@PAGEOFF
LBB0_52:
	sub	x0, x29, #112
	bl	_strcpy
	ldr	x8, [x21, #8]
	cbz	x8, LBB0_54
LBB0_53:
Lloh72:
	adrp	x1, l_.str.25@PAGE
Lloh73:
	add	x1, x1, l_.str.25@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh74:
	adrp	x8, _wined3d_srgb_const0@GOTPAGE
Lloh75:
	ldr	x8, [x8, _wined3d_srgb_const0@GOTPAGEOFF]
Lloh76:
	ldr	w1, [x8]
	mov	x0, x20
	bl	_shader_arb_append_imm_vec4
Lloh77:
	adrp	x25, l_.str.26@PAGE
Lloh78:
	add	x25, x25, l_.str.26@PAGEOFF
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
Lloh79:
	adrp	x1, l_.str.27@PAGE
Lloh80:
	add	x1, x1, l_.str.27@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh81:
	adrp	x8, _wined3d_srgb_const1@GOTPAGE
Lloh82:
	ldr	x8, [x8, _wined3d_srgb_const1@GOTPAGEOFF]
Lloh83:
	ldr	w1, [x8]
	mov	x0, x20
	bl	_shader_arb_append_imm_vec4
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
LBB0_54:
	add	x5, sp, #72
	mov	x0, x22
	ldr	x1, [sp, #56]                   ; 8-byte Folded Reload
	mov	x2, x20
	str	x28, [sp, #40]                  ; 8-byte Folded Spill
	mov	x3, x28
	mov	x4, #0
	bl	_shader_generate_arb_declarations
	ldr	w21, [x22, #44]
Lloh84:
	adrp	x28, _WINED3D_CONST_NUM_UNUSED@GOTPAGE
Lloh85:
	ldr	x28, [x28, _WINED3D_CONST_NUM_UNUSED@GOTPAGEOFF]
	mov	w26, #0
	cbz	w21, LBB0_61
; %bb.55:
	mov	w19, #0
Lloh86:
	adrp	x25, l_.str.28@PAGE
Lloh87:
	add	x25, x25, l_.str.28@PAGEOFF
	b	LBB0_58
LBB0_56:                                ;   in Loop: Header=BB0_58 Depth=1
	add	w26, w26, #2
	sxtw	x8, w27
	ldr	x9, [x24, #24]
	add	x9, x9, x23, lsl #4
	str	x8, [x9, #8]
	mov	x9, x19
	stp	x9, x8, [sp]
	mov	x0, x20
Lloh88:
	adrp	x1, l_.str.29@PAGE
Lloh89:
	add	x1, x1, l_.str.29@PAGEOFF
	bl	_shader_addline
LBB0_57:                                ;   in Loop: Header=BB0_58 Depth=1
	asr	w8, w21, #1
	add	w19, w19, #1
	cmp	w21, #2
	mov	x21, x8
	b.lo	LBB0_61
LBB0_58:                                ; =>This Inner Loop Header: Depth=1
	tbz	w21, #0, LBB0_57
; %bb.59:                               ;   in Loop: Header=BB0_58 Depth=1
	ldrb	w23, [x24]
	ldr	x8, [x28]
	ldr	x9, [x24, #32]
	lsl	x10, x23, #4
	add	x9, x9, x10
	str	x8, [x9, #8]
	str	w19, [x9]
	ldr	x8, [x28]
	ldr	x11, [x24, #24]
	add	x10, x11, x10
	str	x8, [x10, #8]
	str	w19, [x10]
	add	w27, w26, #1
	sxtw	x8, w26
	str	x8, [x9, #8]
	stp	x19, x8, [sp]
	mov	x0, x20
	mov	x1, x25
	bl	_shader_addline
	add	w8, w23, #1
	strb	w8, [x24]
	ldr	w8, [x22, #48]
	lsr	w8, w8, w19
	tbnz	w8, #0, LBB0_56
; %bb.60:                               ;   in Loop: Header=BB0_58 Depth=1
	mov	x26, x27
	b	LBB0_57
LBB0_61:
Lloh90:
	adrp	x23, _WINED3D_MAX_CONSTS_I@GOTPAGE
Lloh91:
	ldr	x23, [x23, _WINED3D_MAX_CONSTS_I@GOTPAGEOFF]
	ldr	w8, [x23]
	cbz	w8, LBB0_69
; %bb.62:
	mov	x25, #0
Lloh92:
	adrp	x21, _NV2@GOTPAGE
Lloh93:
	ldr	x21, [x21, _NV2@GOTPAGEOFF]
	mov	x27, x26
Lloh94:
	adrp	x19, l_.str.30@PAGE
Lloh95:
	add	x19, x19, l_.str.30@PAGEOFF
	b	LBB0_65
LBB0_63:                                ;   in Loop: Header=BB0_65 Depth=1
	ldr	x8, [x24, #8]
	str	w27, [x8, x25, lsl #2]
	ldr	w8, [x24, #20]
	add	w8, w8, #1
	str	w8, [x24, #20]
	add	w26, w27, #1
	stp	x25, x27, [sp]
	mov	x0, x20
Lloh96:
	adrp	x1, l_.str.31@PAGE
Lloh97:
	add	x1, x1, l_.str.31@PAGEOFF
	bl	_shader_addline
	mov	x27, x26
LBB0_64:                                ;   in Loop: Header=BB0_65 Depth=1
	add	x25, x25, #1
	ldr	w8, [x23]
	cmp	x25, x8
	b.hs	LBB0_70
LBB0_65:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x28]
	ldr	x9, [x24, #8]
	str	w8, [x9, x25, lsl #2]
	ldr	w8, [x22, #52]
	lsr	w8, w8, w25
	tbz	w8, #0, LBB0_64
; %bb.66:                               ;   in Loop: Header=BB0_65 Depth=1
	ldr	x8, [sp, #72]
	ldr	x9, [x21]
	cmp	x8, x9
	b.lt	LBB0_64
; %bb.67:                               ;   in Loop: Header=BB0_65 Depth=1
	mov	x0, x22
	mov	x1, x25
	bl	_find_loop_control_values
	cbz	x0, LBB0_63
; %bb.68:                               ;   in Loop: Header=BB0_65 Depth=1
	ldp	w8, w9, [x0]
	ldr	w10, [x0, #8]
	stp	x9, x10, [sp, #16]
	stp	x25, x8, [sp]
	mov	x0, x20
	mov	x1, x19
	bl	_shader_addline
	b	LBB0_64
LBB0_69:
	mov	x27, x26
LBB0_70:
	ldr	x8, [x22, #56]
	cbnz	x8, LBB0_72
; %bb.71:
	ldr	x8, [x22, #64]
	cbz	x8, LBB0_74
LBB0_72:
	str	w27, [x24, #16]
	add	w21, w27, #1
                                        ; kill: def $w27 killed $w27 killed $x27 def $x27
	str	x27, [sp]
Lloh98:
	adrp	x1, l_.str.32@PAGE
Lloh99:
	add	x1, x1, l_.str.32@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	ldr	x8, [x22, #56]
	cbz	x8, LBB0_75
; %bb.73:
Lloh100:
	adrp	x1, l_.str.33@PAGE
Lloh101:
	add	x1, x1, l_.str.33@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh102:
	adrp	x1, l_.str.34@PAGE
Lloh103:
	add	x1, x1, l_.str.34@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh104:
	adrp	x1, l_.str.35@PAGE
Lloh105:
	add	x1, x1, l_.str.35@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	b	LBB0_75
LBB0_74:
	ldr	x8, [x28]
	str	w8, [x24, #16]
	mov	x21, x27
LBB0_75:
	ldr	x23, [sp, #40]                  ; 8-byte Folded Reload
	ldr	x8, [sp, #80]
	ldr	w8, [x8, #4]
	cbz	w8, LBB0_86
; %bb.76:
	ldr	x19, [sp, #88]
	ldr	x9, [x23, #8]
	str	w21, [x19]
	str	wzr, [x19, #8]
Lloh106:
	adrp	x10, _MAX_FRAGMENT_SAMPLERS@GOTPAGE
Lloh107:
	ldr	x10, [x10, _MAX_FRAGMENT_SAMPLERS@GOTPAGEOFF]
	ldr	w13, [x10]
	cbz	w13, LBB0_82
; %bb.77:
	mov	x11, #0
	mov	w21, #0
	mov	w12, #1
	b	LBB0_79
LBB0_78:                                ;   in Loop: Header=BB0_79 Depth=1
	add	x11, x11, #1
	cmp	x11, w13, uxtw
	b.hs	LBB0_84
LBB0_79:                                ; =>This Inner Loop Header: Depth=1
	lsl	w14, w12, w11
	tst	w14, w8
	b.eq	LBB0_78
; %bb.80:                               ;   in Loop: Header=BB0_79 Depth=1
	ldrsw	x13, [x19]
	and	x15, x21, #0xfe
	add	x13, x13, x15, lsr #1
	cmp	x9, x13
	b.le	LBB0_83
; %bb.81:                               ;   in Loop: Header=BB0_79 Depth=1
	and	w13, w21, #0xff
	ldr	w15, [x19, #8]
	orr	w14, w15, w14
	str	w14, [x19, #8]
	add	w21, w21, #1
	ldr	x14, [x19, #16]
	str	w13, [x14, x11, lsl #2]
	ldr	w13, [x10]
	b	LBB0_78
LBB0_82:
	strb	wzr, [x19, #12]
	b	LBB0_86
LBB0_83:
Lloh108:
	adrp	x0, l_.str.36@PAGE
Lloh109:
	add	x0, x0, l_.str.36@PAGEOFF
	bl	_FIXME
LBB0_84:
	and	w8, w21, #0xff
	add	w8, w8, #1
	lsr	w8, w8, #1
	strb	w8, [x19, #12]
	cbz	w8, LBB0_86
; %bb.85:
	ldr	w9, [x19]
	add	w10, w8, w9
	sub	w10, w10, #1
	stp	x8, x9, [sp]
	str	x10, [sp, #16]
Lloh110:
	adrp	x1, l_.str.37@PAGE
Lloh111:
	add	x1, x1, l_.str.37@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_86:
	ldr	x8, [sp, #32]                   ; 8-byte Folded Reload
	ldr	w8, [x8]
	cmn	w8, #1
	ldr	x19, [sp, #64]                  ; 8-byte Folded Reload
	b.eq	LBB0_89
; %bb.87:
	ldr	x9, [x19, #16]
	cbz	x9, LBB0_89
; %bb.88:
	str	x8, [sp]
Lloh112:
	adrp	x1, l_.str.38@PAGE
Lloh113:
	add	x1, x1, l_.str.38@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_89:
	add	x3, sp, #72
	mov	x0, x22
	mov	x1, x20
	ldr	x2, [sp, #56]                   ; 8-byte Folded Reload
	mov	x4, #0
	mov	x5, #0
	bl	_shader_generate_code
	bl	_FAILED
	cbz	x0, LBB0_91
; %bb.90:
	mov	w0, #0
	b	LBB0_98
LBB0_91:
	ldr	x8, [x19, #8]
	cbz	x8, LBB0_93
; %bb.92:
	sub	x8, x29, #128
	add	x3, x8, #4
	add	x4, x8, #8
	add	x5, x8, #12
	ldr	x8, [sp, #72]
Lloh114:
	adrp	x9, _NV2@GOTPAGE
Lloh115:
	ldr	x9, [x9, _NV2@GOTPAGEOFF]
Lloh116:
	ldr	x9, [x9]
	cmp	x8, x9
	cset	w6, ge
	sub	x1, x29, #112
	sub	x2, x29, #128
	mov	x0, x20
	bl	_arbfp_add_sRGB_correction
LBB0_93:
	ldr	x8, [sp, #48]                   ; 8-byte Folded Reload
	cbz	x8, LBB0_95
; %bb.94:
Lloh117:
	adrp	x2, l_.str.1@PAGE
Lloh118:
	add	x2, x2, l_.str.1@PAGEOFF
	sub	x1, x29, #112
	mov	x0, x20
	bl	_arbfp_add_linear_fog
LBB0_95:
Lloh119:
	adrp	x1, l_.str.24@PAGE
Lloh120:
	add	x1, x1, l_.str.24@PAGEOFF
	sub	x19, x29, #112
	sub	x0, x29, #112
	bl	_strcmp
	cbz	x0, LBB0_97
; %bb.96:
	str	x19, [sp]
Lloh121:
	adrp	x1, l_.str.39@PAGE
Lloh122:
	add	x1, x1, l_.str.39@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_97:
Lloh123:
	adrp	x1, l_.str.40@PAGE
Lloh124:
	add	x1, x1, l_.str.40@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	add	x1, sp, #120
	mov	w0, #1
	bl	_glGenProgramsARB
	bl	_GL_EXTCALL
	ldr	w1, [sp, #120]
Lloh125:
	adrp	x0, l_.str.41@PAGE
Lloh126:
	add	x0, x0, l_.str.41@PAGEOFF
	bl	_TRACE
Lloh127:
	adrp	x19, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGE
Lloh128:
	ldr	x19, [x19, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGEOFF]
	ldr	w0, [x19]
	ldr	w1, [sp, #120]
	bl	_glBindProgramARB
	bl	_GL_EXTCALL
	ldr	w1, [sp, #120]
Lloh129:
	adrp	x0, l_.str.42@PAGE
Lloh130:
	add	x0, x0, l_.str.42@PAGEOFF
	bl	_TRACE
	ldr	w1, [x19]
	ldr	w2, [x20]
	mov	x0, x23
	bl	_shader_arb_compile
	ldr	w8, [sp, #120]
	cmp	w0, #0
	csel	w0, wzr, w8, eq
LBB0_98:
	ldur	x8, [x29, #-96]
Lloh131:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh132:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh133:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_100
; %bb.99:
	ldp	x29, x30, [sp, #272]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #256]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #240]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #224]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #208]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #192]            ; 16-byte Folded Reload
	add	sp, sp, #288
	ret
LBB0_100:
	bl	___stack_chk_fail
	.loh AdrpLdrGot	Lloh6, Lloh7
	.loh AdrpLdrGotLdr	Lloh3, Lloh4, Lloh5
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGot	Lloh19, Lloh20
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh21, Lloh22, Lloh23
	.loh AdrpLdrGot	Lloh26, Lloh27
	.loh AdrpAdd	Lloh24, Lloh25
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpLdrGot	Lloh32, Lloh33
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpLdrGotLdr	Lloh36, Lloh37, Lloh38
	.loh AdrpAdd	Lloh39, Lloh40
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpAdd	Lloh43, Lloh44
	.loh AdrpAdd	Lloh49, Lloh50
	.loh AdrpAdd	Lloh47, Lloh48
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpAdd	Lloh51, Lloh52
	.loh AdrpAdd	Lloh60, Lloh61
	.loh AdrpLdrGotLdr	Lloh57, Lloh58, Lloh59
	.loh AdrpAdd	Lloh55, Lloh56
	.loh AdrpAdd	Lloh53, Lloh54
	.loh AdrpAdd	Lloh62, Lloh63
	.loh AdrpAdd	Lloh64, Lloh65
	.loh AdrpAdd	Lloh66, Lloh67
	.loh AdrpAdd	Lloh70, Lloh71
	.loh AdrpAdd	Lloh68, Lloh69
	.loh AdrpLdrGotLdr	Lloh81, Lloh82, Lloh83
	.loh AdrpAdd	Lloh79, Lloh80
	.loh AdrpAdd	Lloh77, Lloh78
	.loh AdrpLdrGotLdr	Lloh74, Lloh75, Lloh76
	.loh AdrpAdd	Lloh72, Lloh73
	.loh AdrpLdrGot	Lloh84, Lloh85
	.loh AdrpAdd	Lloh86, Lloh87
	.loh AdrpAdd	Lloh88, Lloh89
	.loh AdrpLdrGot	Lloh90, Lloh91
	.loh AdrpAdd	Lloh94, Lloh95
	.loh AdrpLdrGot	Lloh92, Lloh93
	.loh AdrpAdd	Lloh96, Lloh97
	.loh AdrpAdd	Lloh98, Lloh99
	.loh AdrpAdd	Lloh104, Lloh105
	.loh AdrpAdd	Lloh102, Lloh103
	.loh AdrpAdd	Lloh100, Lloh101
	.loh AdrpLdrGot	Lloh106, Lloh107
	.loh AdrpAdd	Lloh108, Lloh109
	.loh AdrpAdd	Lloh110, Lloh111
	.loh AdrpAdd	Lloh112, Lloh113
	.loh AdrpLdrGotLdr	Lloh114, Lloh115, Lloh116
	.loh AdrpAdd	Lloh117, Lloh118
	.loh AdrpAdd	Lloh119, Lloh120
	.loh AdrpAdd	Lloh121, Lloh122
	.loh AdrpAdd	Lloh129, Lloh130
	.loh AdrpLdrGot	Lloh127, Lloh128
	.loh AdrpAdd	Lloh125, Lloh126
	.loh AdrpAdd	Lloh123, Lloh124
	.loh AdrpLdrGotLdr	Lloh131, Lloh132, Lloh133
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_10-LBB0_10)>>2
	.byte	(LBB0_11-LBB0_10)>>2
	.byte	(LBB0_12-LBB0_10)>>2
	.byte	(LBB0_13-LBB0_10)>>2
                                        ; -- End function
	.comm	_FALSE,8,3                      ; @FALSE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"R%u"

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

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

l_.str.3:                               ; @.str.3
	.asciz	"TC"

l_.str.4:                               ; @.str.4
	.asciz	"TD"

	.comm	_TRUE,8,3                       ; @TRUE
l_.str.5:                               ; @.str.5
	.asciz	"!!ARBfp1.0\n"

	.comm	_NV_FRAGMENT_PROGRAM2,8,3       ; @NV_FRAGMENT_PROGRAM2
l_.str.6:                               ; @.str.6
	.asciz	"OPTION NV_fragment_program2;\n"

	.comm	_NV3,8,3                        ; @NV3
	.comm	_NV_FRAGMENT_PROGRAM_OPTION,8,3 ; @NV_FRAGMENT_PROGRAM_OPTION
l_.str.7:                               ; @.str.7
	.asciz	"OPTION NV_fragment_program;\n"

	.comm	_NV2,8,3                        ; @NV2
l_.str.8:                               ; @.str.8
	.asciz	"The shader requires instructions that are not available in plain GL_ARB_fragment_program\n"

l_.str.9:                               ; @.str.9
	.asciz	"Try GLSL\n"

	.comm	_ARB,8,3                        ; @ARB
l_.str.10:                              ; @.str.10
	.asciz	"OPTION ARB_draw_buffers;\n"

	.comm	_WINED3D_QUIRK_BROKEN_ARB_FOG,4,2 ; @WINED3D_QUIRK_BROKEN_ARB_FOG
l_.str.11:                              ; @.str.11
	.asciz	"OPTION ARB_fog_linear;\n"

l_.str.12:                              ; @.str.12
	.asciz	"OPTION ARB_fog_exp;\n"

l_.str.13:                              ; @.str.13
	.asciz	"OPTION ARB_fog_exp2;\n"

l_.str.14:                              ; @.str.14
	.asciz	"TEMP TA;\n"

l_.str.15:                              ; @.str.15
	.asciz	"TEMP TB;\n"

l_.str.16:                              ; @.str.16
	.asciz	"TEMP TC;\n"

l_.str.17:                              ; @.str.17
	.asciz	"TEMP TD;\n"

l_.str.18:                              ; @.str.18
	.asciz	"PARAM coefdiv = { 0.5, 0.25, 0.125, 0.0625 };\n"

l_.str.19:                              ; @.str.19
	.asciz	"PARAM coefmul = { 2, 4, 8, 16 };\n"

	.comm	_eps,4,2                        ; @eps
l_.str.20:                              ; @.str.20
	.asciz	"PARAM ps_helper_const = { 0.0, 1.0, %s, 0.0 };\n"

l_.str.21:                              ; @.str.21
	.asciz	"R0"

l_.str.22:                              ; @.str.22
	.asciz	"TEMP TMP_COLOR;\n"

l_.str.23:                              ; @.str.23
	.asciz	"TMP_COLOR"

l_.str.24:                              ; @.str.24
	.asciz	"result.color"

l_.str.25:                              ; @.str.25
	.asciz	"PARAM srgb_consts0 = "

	.comm	_wined3d_srgb_const0,4,2        ; @wined3d_srgb_const0
l_.str.26:                              ; @.str.26
	.asciz	";\n"

l_.str.27:                              ; @.str.27
	.asciz	"PARAM srgb_consts1 = "

	.comm	_wined3d_srgb_const1,4,2        ; @wined3d_srgb_const1
	.comm	_WINED3D_CONST_NUM_UNUSED,8,3   ; @WINED3D_CONST_NUM_UNUSED
l_.str.28:                              ; @.str.28
	.asciz	"PARAM bumpenvmat%d = program.local[%d];\n"

l_.str.29:                              ; @.str.29
	.asciz	"PARAM luminance%d = program.local[%d];\n"

	.comm	_WINED3D_MAX_CONSTS_I,4,2       ; @WINED3D_MAX_CONSTS_I
l_.str.30:                              ; @.str.30
	.asciz	"PARAM I%u = {%u, %u, %u, -1};\n"

l_.str.31:                              ; @.str.31
	.asciz	"PARAM I%u = program.local[%u];\n"

l_.str.32:                              ; @.str.32
	.asciz	"PARAM ycorrection = program.local[%u];\n"

l_.str.33:                              ; @.str.33
	.asciz	"TEMP vpos;\n"

l_.str.34:                              ; @.str.34
	.asciz	"MAD vpos, fragment.position, ycorrection.zyww, ycorrection.wxww;\n"

l_.str.35:                              ; @.str.35
	.asciz	"FLR vpos.xy, vpos;\n"

	.comm	_MAX_FRAGMENT_SAMPLERS,4,2      ; @MAX_FRAGMENT_SAMPLERS
l_.str.36:                              ; @.str.36
	.asciz	"No free constant found to load NP2 fixup data into shader. Sampling from this texture will probably look wrong.\n"

l_.str.37:                              ; @.str.37
	.asciz	"PARAM np2fixup[%u] = { program.env[%u..%u] };\n"

l_.str.38:                              ; @.str.38
	.asciz	"KIL fragment.texcoord[%u];\n"

l_.str.39:                              ; @.str.39
	.asciz	"MOV result.color, %s;\n"

l_.str.40:                              ; @.str.40
	.asciz	"END\n"

l_.str.41:                              ; @.str.41
	.asciz	"Creating a hw pixel shader, prg=%d\n"

	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ; @GL_FRAGMENT_PROGRAM_ARB
l_.str.42:                              ; @.str.42
	.asciz	"Created hw pixel shader, prg=%d\n"

	.no_dead_strip	_shader_arb_generate_pshader
.subsections_via_symbols
