	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_nrm
_shader_glsl_nrm:                       ## @shader_glsl_nrm
	.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	%r12
	pushq	%rbx
	subq	$16, %rsp
	.cfi_offset %rbx, -48
	.cfi_offset %r12, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %rbx
	movq	16(%rdi), %rax
	movq	(%rax), %r15
	movl	8(%rdi), %edi
	leaq	-46(%rbp), %rsi
	callq	_shader_glsl_get_write_mask
	movl	%eax, %r12d
	movl	%eax, %edi
	callq	_shader_glsl_get_write_mask_size
	movl	%eax, %r14d
	movq	(%rbx), %rsi
	leaq	-40(%rbp), %rcx
	movq	%rbx, %rdi
	movl	%r12d, %edx
	callq	_shader_glsl_add_src_param
	movl	-40(%rbp), %ecx
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rdi
	movl	%ecx, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r15, %rdi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movl	-40(%rbp), %ecx
	cmpl	$2, %r14d
	jb	LBB0_2
## %bb.1:
	leaq	L_.str.1(%rip), %rsi
	movq	%r15, %rdi
	movl	%r14d, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_3
LBB0_2:
	leaq	L_.str.2(%rip), %rsi
	movq	%r15, %rdi
	movl	%ecx, %edx
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_3:
	addq	$16, %rsp
	popq	%rbx
	popq	%r12
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"tmp0.x = dot(%s, %s);\n"

L_.str.1:                               ## @.str.1
	.asciz	"tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n"

L_.str.2:                               ## @.str.2
	.asciz	"tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n"

	.no_dead_strip	_shader_glsl_nrm
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_nrm
_shader_glsl_nrm:                       ; @shader_glsl_nrm
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x22, x21, [sp, #32]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #48]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #64]             ; 16-byte Folded Spill
	add	x29, sp, #64
	.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
	mov	x21, x0
	ldr	x8, [x0, #16]
	ldr	x19, [x8]
	ldr	w0, [x0, #8]
	add	x1, sp, #18
	bl	_shader_glsl_get_write_mask
	mov	x22, x0
	bl	_shader_glsl_get_write_mask_size
	mov	x20, x0
	ldr	x1, [x21]
	add	x3, sp, #24
	mov	x0, x21
	mov	x2, x22
	bl	_shader_glsl_add_src_param
	ldr	w2, [sp, #24]
	str	x2, [sp]
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
                                        ; kill: def $w2 killed $w2 killed $x2
	bl	_shader_addline
	mov	x0, x19
	mov	x1, x21
	bl	_shader_glsl_append_dst
	ldr	w2, [sp, #24]
	cmp	w20, #2
	b.lo	LBB0_2
; %bb.1:
	str	x2, [sp]
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	mov	x2, x20
	b	LBB0_3
LBB0_2:
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
                                        ; kill: def $w2 killed $w2 killed $x2
LBB0_3:
	bl	_shader_addline
	ldp	x29, x30, [sp, #64]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #48]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"tmp0.x = dot(%s, %s);\n"

l_.str.1:                               ; @.str.1
	.asciz	"tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n"

l_.str.2:                               ; @.str.2
	.asciz	"tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n"

	.no_dead_strip	_shader_glsl_nrm
.subsections_via_symbols
