	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	2                               ## -- Begin function shader_arb_ps_local_constants
LCPI0_0:
	.long	0x3f800000                      ## float 1
	.long	0xbf800000                      ## float -1
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_shader_arb_ps_local_constants:         ## @shader_arb_ps_local_constants
	.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	$56, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rcx, -80(%rbp)                 ## 8-byte Spill
	movq	%rdx, -72(%rbp)                 ## 8-byte Spill
	movq	%rsi, -88(%rbp)                 ## 8-byte Spill
	movq	%rdi, %r12
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -48(%rbp)
	cmpb	$0, (%rdi)
	je	LBB0_5
## %bb.1:
	movl	$8, %r13d
	xorl	%ebx, %ebx
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %r15
	jmp	LBB0_2
	.p2align	4, 0x90
LBB0_4:                                 ##   in Loop: Header=BB0_2 Depth=1
	incq	%rbx
	movzbl	(%r12), %eax
	addq	$16, %r13
	cmpq	%rax, %rbx
	jae	LBB0_5
LBB0_2:                                 ## =>This Inner Loop Header: Depth=1
	movq	40(%r12), %rax
	movslq	-8(%rax,%r13), %r14
	movq	-72(%rbp), %rcx                 ## 8-byte Reload
	movq	8(%rcx), %rcx
	movq	_WINED3D_TSS_BUMPENV_MAT00@GOTPCREL(%rip), %rdx
	movq	(%rdx), %rdx
	shlq	$2, %rdx
	addq	(%rcx,%r14,8), %rdx
	movl	(%r15), %edi
	movq	(%rax,%r13), %rsi
	callq	_glProgramLocalParameter4fvARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	32(%r12), %rax
	movq	(%rax,%rbx,8), %rsi
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %rax
	cmpq	(%rax), %rsi
	je	LBB0_4
## %bb.3:                               ##   in Loop: Header=BB0_2 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	8(%rax), %rax
	movq	_WINED3D_TSS_BUMPENV_LSCALE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rdx
	shlq	$2, %rdx
	addq	(%rax,%r14,8), %rdx
	movl	(%r15), %edi
	callq	_glProgramLocalParameter4fvARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	jmp	LBB0_4
LBB0_5:
	leaq	L_.str(%rip), %rdi
	callq	_checkGLcall
	movq	8(%r12), %rsi
	movq	_WINED3D_CONST_NUM_UNUSED@GOTPCREL(%rip), %r13
	cmpq	(%r13), %rsi
	je	LBB0_10
## %bb.6:
	xorl	%eax, %eax
	movq	-88(%rbp), %rcx                 ## 8-byte Reload
	cmpq	$0, (%rcx)
	sete	%cl
	je	LBB0_7
## %bb.8:
	xorps	%xmm0, %xmm0
	jmp	LBB0_9
LBB0_7:
	cvtsi2ssq	-80(%rbp), %xmm0        ## 8-byte Folded Reload
LBB0_9:
	movss	%xmm0, -64(%rbp)
	movb	%cl, %al
	leaq	LCPI0_0(%rip), %rcx
	movss	(%rcx,%rax,4), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	movss	%xmm0, -60(%rbp)
	movq	$1065353216, -56(%rbp)          ## imm = 0x3F800000
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-64(%rbp), %rdx
	callq	_glProgramLocalParameter4fvARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
LBB0_10:
	cmpl	$0, 24(%r12)
	je	LBB0_17
## %bb.11:
	movq	_WINED3D_MAX_CONSTS_I@GOTPCREL(%rip), %r14
	movb	(%r14), %al
	testb	%al, %al
	je	LBB0_16
## %bb.12:
	movl	$2, %ebx
	xorl	%r15d, %r15d
	jmp	LBB0_13
	.p2align	4, 0x90
LBB0_15:                                ##   in Loop: Header=BB0_13 Depth=1
	incq	%r15
	movzbl	%al, %ecx
	addq	$3, %rbx
	cmpq	%rcx, %r15
	jae	LBB0_16
LBB0_13:                                ## =>This Inner Loop Header: Depth=1
	movq	16(%r12), %rcx
	movq	(%rcx,%r15,8), %rsi
	cmpq	(%r13), %rsi
	je	LBB0_15
## %bb.14:                              ##   in Loop: Header=BB0_13 Depth=1
	movq	-72(%rbp), %rax                 ## 8-byte Reload
	movq	(%rax), %rax
	xorps	%xmm0, %xmm0
	cvtsi2ssq	(%rax,%rbx,8), %xmm0
	movss	%xmm0, -64(%rbp)
	xorps	%xmm0, %xmm0
	cvtsi2ssq	-8(%rax,%rbx,8), %xmm0
	movss	%xmm0, -60(%rbp)
	xorps	%xmm0, %xmm0
	cvtsi2ssq	-16(%rax,%rbx,8), %xmm0
	movss	%xmm0, -56(%rbp)
	movl	$-1082130432, -52(%rbp)         ## imm = 0xBF800000
	movq	_GL_FRAGMENT_PROGRAM_ARB@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	leaq	-64(%rbp), %rdx
	callq	_glProgramLocalParameter4fvARB
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movzbl	(%r14), %eax
	jmp	LBB0_15
LBB0_16:
	leaq	L_.str.2(%rip), %rdi
	callq	_checkGLcall
LBB0_17:
	movq	___stack_chk_guard@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	cmpq	-48(%rbp), %rax
	jne	LBB0_19
## %bb.18:
	addq	$56, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_19:
	callq	___stack_chk_fail
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_TSS_BUMPENV_MAT00,8,3  ## @WINED3D_TSS_BUMPENV_MAT00
	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ## @GL_FRAGMENT_PROGRAM_ARB
	.comm	_WINED3D_CONST_NUM_UNUSED,8,3   ## @WINED3D_CONST_NUM_UNUSED
	.comm	_WINED3D_TSS_BUMPENV_LSCALE,8,3 ## @WINED3D_TSS_BUMPENV_LSCALE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Load bumpmap consts"

L_.str.1:                               ## @.str.1
	.asciz	"y correction loading"

	.comm	_WINED3D_MAX_CONSTS_I,1,0       ## @WINED3D_MAX_CONSTS_I
L_.str.2:                               ## @.str.2
	.asciz	"Load ps int consts"

	.no_dead_strip	_shader_arb_ps_local_constants
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal8,8byte_literals
	.p2align	3                               ; -- Begin function shader_arb_ps_local_constants
lCPI0_0:
	.long	0x00000000                      ; float 0
	.long	0x3f800000                      ; float 1
lCPI0_1:
	.long	0x3f800000                      ; float 1
	.long	0x00000000                      ; float 0
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	2
_shader_arb_ps_local_constants:         ; @shader_arb_ps_local_constants
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #128
	.cfi_def_cfa_offset 128
	stp	x28, x27, [sp, #32]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #48]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #64]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #80]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #96]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #112]            ; 16-byte Folded Spill
	add	x29, sp, #112
	.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
	str	x3, [sp]                        ; 8-byte Folded Spill
	mov	x19, x2
	mov	x22, x1
	mov	x20, x0
Lloh0:
	adrp	x8, ___stack_chk_guard@GOTPAGE
Lloh1:
	ldr	x8, [x8, ___stack_chk_guard@GOTPAGEOFF]
Lloh2:
	ldr	x8, [x8]
	str	x8, [sp, #24]
	ldrb	w8, [x0]
Lloh3:
	adrp	x23, _WINED3D_CONST_NUM_UNUSED@GOTPAGE
Lloh4:
	ldr	x23, [x23, _WINED3D_CONST_NUM_UNUSED@GOTPAGEOFF]
Lloh5:
	adrp	x24, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGE
Lloh6:
	ldr	x24, [x24, _GL_FRAGMENT_PROGRAM_ARB@GOTPAGEOFF]
	cbz	w8, LBB0_5
; %bb.1:
	mov	x25, #0
	mov	x26, #0
Lloh7:
	adrp	x27, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGE
Lloh8:
	ldr	x27, [x27, _WINED3D_TSS_BUMPENV_MAT00@GOTPAGEOFF]
Lloh9:
	adrp	x28, _WINED3D_TSS_BUMPENV_LSCALE@GOTPAGE
Lloh10:
	ldr	x28, [x28, _WINED3D_TSS_BUMPENV_LSCALE@GOTPAGEOFF]
	b	LBB0_3
LBB0_2:                                 ;   in Loop: Header=BB0_3 Depth=1
	add	x26, x26, #1
	ldrb	w8, [x20]
	add	x25, x25, #16
	cmp	x26, x8
	b.hs	LBB0_5
LBB0_3:                                 ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x20, #40]
	add	x8, x8, x25
	ldrsw	x21, [x8]
	ldr	x9, [x19, #8]
	ldr	x9, [x9, x21, lsl #3]
	ldr	x10, [x27]
	add	x2, x9, x10, lsl #2
	ldr	w0, [x24]
	ldr	x1, [x8, #8]
	bl	_glProgramLocalParameter4fvARB
	bl	_GL_EXTCALL
	ldr	x8, [x20, #32]
	ldr	x1, [x8, x26, lsl #3]
	ldr	x8, [x23]
	cmp	x1, x8
	b.eq	LBB0_2
; %bb.4:                                ;   in Loop: Header=BB0_3 Depth=1
	ldr	x8, [x19, #8]
	ldr	x8, [x8, x21, lsl #3]
	ldr	x9, [x28]
	add	x2, x8, x9, lsl #2
	ldr	w0, [x24]
	bl	_glProgramLocalParameter4fvARB
	bl	_GL_EXTCALL
	b	LBB0_2
LBB0_5:
Lloh11:
	adrp	x0, l_.str@PAGE
Lloh12:
	add	x0, x0, l_.str@PAGEOFF
	bl	_checkGLcall
	ldr	x1, [x20, #8]
	ldr	x8, [x23]
	cmp	x1, x8
	b.eq	LBB0_7
; %bb.6:
	ldr	x8, [x22]
	cmp	x8, #0
	cset	w8, eq
	ldr	x9, [sp]                        ; 8-byte Folded Reload
	scvtf	s0, x9
	dup.2s	v1, w8
	shl.2s	v1, v1, #31
	cmlt.2s	v1, v1, #0
	fmov.2s	v2, #-1.00000000
	mov.s	v2[0], v0[0]
Lloh13:
	adrp	x8, lCPI0_0@PAGE
Lloh14:
	ldr	d0, [x8, lCPI0_0@PAGEOFF]
	bit.8b	v0, v2, v1
Lloh15:
	adrp	x8, lCPI0_1@PAGE
Lloh16:
	ldr	d1, [x8, lCPI0_1@PAGEOFF]
	stp	d0, d1, [sp, #8]
	ldr	w0, [x24]
	add	x2, sp, #8
	bl	_glProgramLocalParameter4fvARB
	bl	_GL_EXTCALL
Lloh17:
	adrp	x0, l_.str.1@PAGE
Lloh18:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
LBB0_7:
	ldr	w8, [x20, #24]
	cbz	w8, LBB0_14
; %bb.8:
Lloh19:
	adrp	x21, _WINED3D_MAX_CONSTS_I@GOTPAGE
Lloh20:
	ldr	x21, [x21, _WINED3D_MAX_CONSTS_I@GOTPAGEOFF]
	ldrb	w8, [x21]
	cbz	w8, LBB0_13
; %bb.9:
	mov	x22, #0
	mov	x25, #0
	mov	w26, #-1082130432
	b	LBB0_11
LBB0_10:                                ;   in Loop: Header=BB0_11 Depth=1
	add	x25, x25, #1
	add	x22, x22, #24
	cmp	x25, w8, uxtb
	b.hs	LBB0_13
LBB0_11:                                ; =>This Inner Loop Header: Depth=1
	ldr	x9, [x20, #16]
	ldr	x1, [x9, x25, lsl #3]
	ldr	x9, [x23]
	cmp	x1, x9
	b.eq	LBB0_10
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=1
	ldr	x8, [x19]
	add	x8, x8, x22
	ldur	q0, [x8, #8]
	scvtf.2d	v0, v0
	fcvtn	v0.2s, v0.2d
	rev64.2s	v0, v0
	str	d0, [sp, #8]
	ldr	x8, [x8]
	scvtf	s0, x8
	str	s0, [sp, #16]
	str	w26, [sp, #20]
	ldr	w0, [x24]
	add	x2, sp, #8
	bl	_glProgramLocalParameter4fvARB
	bl	_GL_EXTCALL
	ldrb	w8, [x21]
	b	LBB0_10
LBB0_13:
Lloh21:
	adrp	x0, l_.str.2@PAGE
Lloh22:
	add	x0, x0, l_.str.2@PAGEOFF
	bl	_checkGLcall
LBB0_14:
	ldr	x8, [sp, #24]
Lloh23:
	adrp	x9, ___stack_chk_guard@GOTPAGE
Lloh24:
	ldr	x9, [x9, ___stack_chk_guard@GOTPAGEOFF]
Lloh25:
	ldr	x9, [x9]
	cmp	x9, x8
	b.ne	LBB0_16
; %bb.15:
	ldp	x29, x30, [sp, #112]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #96]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #80]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #64]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #48]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #128
	ret
LBB0_16:
	bl	___stack_chk_fail
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpLdrGot	Lloh9, Lloh10
	.loh AdrpLdrGot	Lloh7, Lloh8
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpLdr	Lloh15, Lloh16
	.loh AdrpAdrp	Lloh13, Lloh15
	.loh AdrpLdr	Lloh13, Lloh14
	.loh AdrpLdrGot	Lloh19, Lloh20
	.loh AdrpAdd	Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_TSS_BUMPENV_MAT00,8,3  ; @WINED3D_TSS_BUMPENV_MAT00
	.comm	_GL_FRAGMENT_PROGRAM_ARB,4,2    ; @GL_FRAGMENT_PROGRAM_ARB
	.comm	_WINED3D_CONST_NUM_UNUSED,8,3   ; @WINED3D_CONST_NUM_UNUSED
	.comm	_WINED3D_TSS_BUMPENV_LSCALE,8,3 ; @WINED3D_TSS_BUMPENV_LSCALE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Load bumpmap consts"

l_.str.1:                               ; @.str.1
	.asciz	"y correction loading"

	.comm	_WINED3D_MAX_CONSTS_I,1,0       ; @WINED3D_MAX_CONSTS_I
l_.str.2:                               ; @.str.2
	.asciz	"Load ps int consts"

	.no_dead_strip	_shader_arb_ps_local_constants
.subsections_via_symbols
