	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function vshader_add_footer
_vshader_add_footer:                    ## @vshader_add_footer
	.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	$40, %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, %r14
	movq	%rdx, %r13
	movq	%rdi, %rbx
	movq	8(%rdx), %rax
	movq	_VS_FOG_Z@GOTPCREL(%rip), %rdx
	cmpq	(%rdx), %rax
	movq	%rcx, -72(%rbp)                 ## 8-byte Spill
	movq	%rsi, -64(%rbp)                 ## 8-byte Spill
	jne	LBB0_3
## %bb.1:
	leaq	L_.str(%rip), %rsi
	jmp	LBB0_2
LBB0_3:
	cmpl	$0, 4(%rcx)
	je	LBB0_4
## %bb.5:
	movl	(%rcx), %edi
	movq	_ARB_ZERO@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	movq	%rcx, %r12
	callq	_arb_get_helper_value
	movq	%rbx, -48(%rbp)                 ## 8-byte Spill
	movq	%rax, %rbx
	movl	(%r12), %edi
	movq	_ARB_ONE@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_arb_get_helper_value
	leaq	L_.str.2(%rip), %rsi
	movq	%r15, %rdi
	movq	%rax, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.3(%rip), %rsi
	movq	%r15, %rdi
	movq	%rbx, %rdx
	movq	-48(%rbp), %rbx                 ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_6
LBB0_4:
	leaq	L_.str.1(%rip), %rsi
LBB0_2:
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_6:
	movq	%r14, %r12
	movq	%r14, %rdi
	callq	_use_nv_clip
	testq	%rax, %rax
	je	LBB0_12
## %bb.7:
	movq	(%rbx), %rax
	movq	_NV2@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jge	LBB0_8
LBB0_12:
	cmpl	$0, 4(%r13)
	movq	%rbx, %r14
	je	LBB0_23
## %bb.13:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_ARB_ZERO@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_arb_get_helper_value
	movq	%rax, %rdx
	movq	%r12, %rax
	movl	8(%r12), %eax
	testl	%eax, %eax
	je	LBB0_14
## %bb.15:
	movq	%rdx, -56(%rbp)                 ## 8-byte Spill
	movq	%r14, -48(%rbp)                 ## 8-byte Spill
	xorl	%r14d, %r14d
	xorl	%ebx, %ebx
	jmp	LBB0_16
	.p2align	4, 0x90
LBB0_18:                                ##   in Loop: Header=BB0_16 Depth=1
	incl	%r14d
	cmpl	%eax, %r14d
	jae	LBB0_19
LBB0_16:                                ## =>This Inner Loop Header: Depth=1
	movl	(%r13), %ecx
	btl	%r14d, %ecx
	jae	LBB0_18
## %bb.17:                              ##   in Loop: Header=BB0_16 Depth=1
	movl	%ebx, %eax
	incl	%ebx
	leaq	_vshader_add_footer.component(%rip), %rcx
	movsbl	(%rax,%rcx), %edx
	movq	%r15, %rdi
	leaq	L_.str.5(%rip), %rsi
	movl	%r14d, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	movl	8(%r12), %eax
	jmp	LBB0_18
LBB0_8:
	cmpq	$0, 16(%r13)
	movq	%rbx, %r14
	je	LBB0_23
## %bb.9:
	cmpl	$0, 8(%r14)
	je	LBB0_23
## %bb.10:
	leaq	L_.str.4(%rip), %r13
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_11:                                ## =>This Inner Loop Header: Depth=1
	movq	%r15, %rdi
	movq	%r13, %rsi
	movl	%ebx, %edx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	cmpl	8(%r14), %ebx
	jb	LBB0_11
	jmp	LBB0_23
LBB0_19:
	cmpl	$3, %ebx
	movq	-48(%rbp), %r14                 ## 8-byte Reload
	ja	LBB0_22
## %bb.20:
	movslq	%ebx, %rax
	leaq	l_reltable.vshader_add_footer(%rip), %rcx
	movslq	(%rcx,%rax,4), %rsi
	addq	%rcx, %rsi
	movq	-56(%rbp), %rdx                 ## 8-byte Reload
	jmp	LBB0_21
LBB0_14:
	leaq	L_.str.6(%rip), %rsi
LBB0_21:
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_22:
	movl	4(%r13), %edx
	decl	%edx
	leaq	L_.str.10(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_23:
	movq	(%r12), %rax
	movq	_ARB_CLIP_CONTROL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	jne	LBB0_27
## %bb.24:
	leaq	L_.str.11(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.12(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.13(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	-64(%rbp), %rdi                 ## 8-byte Reload
	movq	-72(%rbp), %rsi                 ## 8-byte Reload
	movq	%r12, %rdx
	callq	_need_helper_const
	testq	%rax, %rax
	je	LBB0_26
## %bb.25:
	movq	_WINED3D_SHADER_TYPE_VERTEX@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	movq	_ARB_TWO@GOTPCREL(%rip), %rax
	movl	(%rax), %esi
	callq	_arb_get_helper_value
	leaq	L_.str.14(%rip), %rsi
	movq	%r15, %rdi
	movq	%rax, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_27
LBB0_26:
	leaq	L_.str.15(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.16(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_27:
	leaq	L_.str.17(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_TRUE@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	movl	%eax, 12(%r14)
	addq	$40, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_VS_FOG_Z,8,3                   ## @VS_FOG_Z
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"MOV result.fogcoord, TMP_OUT.z;\n"

L_.str.1:                               ## @.str.1
	.asciz	"ADD result.fogcoord, posFixup.x, -posFixup.x;\n"

	.comm	_ARB_ZERO,4,2                   ## @ARB_ZERO
	.comm	_ARB_ONE,4,2                    ## @ARB_ONE
L_.str.2:                               ## @.str.2
	.asciz	"MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n"

L_.str.3:                               ## @.str.3
	.asciz	"MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n"

	.comm	_NV2,8,3                        ## @NV2
L_.str.4:                               ## @.str.4
	.asciz	"DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n"

	.section	__TEXT,__const
_vshader_add_footer.component:          ## @vshader_add_footer.component
	.ascii	"xyzw"

	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ## @WINED3D_SHADER_TYPE_VERTEX
	.section	__TEXT,__cstring,cstring_literals
L_.str.5:                               ## @.str.5
	.asciz	"DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n"

L_.str.6:                               ## @.str.6
	.asciz	"MOV TA, %s;\n"

L_.str.7:                               ## @.str.7
	.asciz	"MOV TA.yzw, %s;\n"

L_.str.8:                               ## @.str.8
	.asciz	"MOV TA.zw, %s;\n"

L_.str.9:                               ## @.str.9
	.asciz	"MOV TA.w, %s;\n"

L_.str.10:                              ## @.str.10
	.asciz	"MOV result.texcoord[%u], TA;\n"

	.comm	_ARB_CLIP_CONTROL,8,3           ## @ARB_CLIP_CONTROL
L_.str.11:                              ## @.str.11
	.asciz	"MUL TA, posFixup, TMP_OUT.w;\n"

L_.str.12:                              ## @.str.12
	.asciz	"ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n"

L_.str.13:                              ## @.str.13
	.asciz	"MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n"

	.comm	_ARB_TWO,4,2                    ## @ARB_TWO
L_.str.14:                              ## @.str.14
	.asciz	"MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n"

L_.str.15:                              ## @.str.15
	.asciz	"ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n"

L_.str.16:                              ## @.str.16
	.asciz	"ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n"

L_.str.17:                              ## @.str.17
	.asciz	"MOV result.position, TMP_OUT;\n"

	.comm	_TRUE,4,2                       ## @TRUE
	.no_dead_strip	_vshader_add_footer
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.vshader_add_footer
l_reltable.vshader_add_footer:
	.long	L_.str.6-l_reltable.vshader_add_footer
	.long	L_.str.7-l_reltable.vshader_add_footer
	.long	L_.str.8-l_reltable.vshader_add_footer
	.long	L_.str.9-l_reltable.vshader_add_footer

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function vshader_add_footer
_vshader_add_footer:                    ; @vshader_add_footer
	.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
	mov	x20, x5
	mov	x21, x4
	mov	x22, x3
	mov	x24, x2
	mov	x23, x1
	mov	x19, x0
	ldr	x8, [x2, #8]
Lloh0:
	adrp	x9, _VS_FOG_Z@GOTPAGE
Lloh1:
	ldr	x9, [x9, _VS_FOG_Z@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_2
; %bb.1:
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	b	LBB0_5
LBB0_2:
	ldr	w8, [x22, #4]
	cbz	w8, LBB0_4
; %bb.3:
	ldr	w0, [x22]
Lloh5:
	adrp	x8, _ARB_ZERO@GOTPAGE
Lloh6:
	ldr	x8, [x8, _ARB_ZERO@GOTPAGEOFF]
Lloh7:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
	mov	x25, x0
	ldr	w0, [x22]
Lloh8:
	adrp	x8, _ARB_ONE@GOTPAGE
Lloh9:
	ldr	x8, [x8, _ARB_ONE@GOTPAGEOFF]
Lloh10:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
	str	x0, [sp]
Lloh11:
	adrp	x1, l_.str.2@PAGE
Lloh12:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	str	x25, [sp]
Lloh13:
	adrp	x1, l_.str.3@PAGE
Lloh14:
	add	x1, x1, l_.str.3@PAGEOFF
	b	LBB0_5
LBB0_4:
Lloh15:
	adrp	x1, l_.str.1@PAGE
Lloh16:
	add	x1, x1, l_.str.1@PAGEOFF
LBB0_5:
	mov	x0, x20
	bl	_shader_addline
	mov	x0, x21
	bl	_use_nv_clip
	cbz	x0, LBB0_7
; %bb.6:
	ldr	x8, [x19]
Lloh17:
	adrp	x9, _NV2@GOTPAGE
Lloh18:
	ldr	x9, [x9, _NV2@GOTPAGEOFF]
Lloh19:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ge	LBB0_13
LBB0_7:
	ldr	w8, [x24, #4]
	cbz	w8, LBB0_22
; %bb.8:
Lloh20:
	adrp	x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh21:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh22:
	ldr	w0, [x8]
Lloh23:
	adrp	x8, _ARB_ZERO@GOTPAGE
Lloh24:
	ldr	x8, [x8, _ARB_ZERO@GOTPAGEOFF]
Lloh25:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
	mov	x25, x0
	ldr	w9, [x21, #8]
	cbz	w9, LBB0_19
; %bb.9:
	str	x23, [sp, #24]                  ; 8-byte Folded Spill
	mov	w27, #0
	mov	w8, #0
Lloh26:
	adrp	x28, _vshader_add_footer.component@PAGE
Lloh27:
	add	x28, x28, _vshader_add_footer.component@PAGEOFF
Lloh28:
	adrp	x26, l_.str.5@PAGE
Lloh29:
	add	x26, x26, l_.str.5@PAGEOFF
	b	LBB0_11
LBB0_10:                                ;   in Loop: Header=BB0_11 Depth=1
	add	w27, w27, #1
	cmp	w27, w9
	b.hs	LBB0_17
LBB0_11:                                ; =>This Inner Loop Header: Depth=1
	ldr	w10, [x24]
	lsr	w10, w10, w27
	tbz	w10, #0, LBB0_10
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=1
	add	w23, w8, #1
	ldrsb	x8, [x28, w8, uxtw]
	stp	x8, x27, [sp]
	mov	x0, x20
	mov	x1, x26
	bl	_shader_addline
	ldr	w9, [x21, #8]
	mov	x8, x23
	b	LBB0_10
LBB0_13:
	ldr	x8, [x24, #16]
	cbz	x8, LBB0_22
; %bb.14:
	ldr	w8, [x19, #8]
	cbz	w8, LBB0_22
; %bb.15:
	mov	w25, #0
Lloh30:
	adrp	x24, l_.str.4@PAGE
Lloh31:
	add	x24, x24, l_.str.4@PAGEOFF
LBB0_16:                                ; =>This Inner Loop Header: Depth=1
	stp	x25, x25, [sp]
	mov	x0, x20
	mov	x1, x24
	bl	_shader_addline
	add	w25, w25, #1
	ldr	w8, [x19, #8]
	cmp	w25, w8
	b.lo	LBB0_16
	b	LBB0_22
LBB0_17:
	cmp	w8, #3
	ldr	x23, [sp, #24]                  ; 8-byte Folded Reload
	b.hi	LBB0_21
; %bb.18:
Lloh32:
	adrp	x9, l_switch.table.vshader_add_footer@PAGE
Lloh33:
	add	x9, x9, l_switch.table.vshader_add_footer@PAGEOFF
	ldr	x1, [x9, w8, sxtw #3]
	b	LBB0_20
LBB0_19:
Lloh34:
	adrp	x1, l_.str.6@PAGE
Lloh35:
	add	x1, x1, l_.str.6@PAGEOFF
LBB0_20:
	str	x25, [sp]
	mov	x0, x20
	bl	_shader_addline
LBB0_21:
	ldr	w8, [x24, #4]
	sub	w8, w8, #1
	str	x8, [sp]
Lloh36:
	adrp	x1, l_.str.10@PAGE
Lloh37:
	add	x1, x1, l_.str.10@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
LBB0_22:
	ldr	x8, [x21]
Lloh38:
	adrp	x9, _ARB_CLIP_CONTROL@GOTPAGE
Lloh39:
	ldr	x9, [x9, _ARB_CLIP_CONTROL@GOTPAGEOFF]
Lloh40:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbnz	w8, LBB0_27
; %bb.23:
Lloh41:
	adrp	x1, l_.str.11@PAGE
Lloh42:
	add	x1, x1, l_.str.11@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh43:
	adrp	x1, l_.str.12@PAGE
Lloh44:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh45:
	adrp	x1, l_.str.13@PAGE
Lloh46:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
	mov	x0, x23
	mov	x1, x22
	mov	x2, x21
	bl	_need_helper_const
	cbz	x0, LBB0_25
; %bb.24:
Lloh47:
	adrp	x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGE
Lloh48:
	ldr	x8, [x8, _WINED3D_SHADER_TYPE_VERTEX@GOTPAGEOFF]
Lloh49:
	ldr	w0, [x8]
Lloh50:
	adrp	x8, _ARB_TWO@GOTPAGE
Lloh51:
	ldr	x8, [x8, _ARB_TWO@GOTPAGEOFF]
Lloh52:
	ldr	w1, [x8]
	bl	_arb_get_helper_value
	str	x0, [sp]
Lloh53:
	adrp	x1, l_.str.14@PAGE
Lloh54:
	add	x1, x1, l_.str.14@PAGEOFF
	b	LBB0_26
LBB0_25:
Lloh55:
	adrp	x1, l_.str.15@PAGE
Lloh56:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh57:
	adrp	x1, l_.str.16@PAGE
Lloh58:
	add	x1, x1, l_.str.16@PAGEOFF
LBB0_26:
	mov	x0, x20
	bl	_shader_addline
LBB0_27:
Lloh59:
	adrp	x1, l_.str.17@PAGE
Lloh60:
	add	x1, x1, l_.str.17@PAGEOFF
	mov	x0, x20
	bl	_shader_addline
Lloh61:
	adrp	x8, _TRUE@GOTPAGE
Lloh62:
	ldr	x8, [x8, _TRUE@GOTPAGEOFF]
Lloh63:
	ldr	w8, [x8]
	str	w8, [x19, #12]
	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
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpLdrGotLdr	Lloh8, Lloh9, Lloh10
	.loh AdrpLdrGotLdr	Lloh5, Lloh6, Lloh7
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpLdrGotLdr	Lloh38, Lloh39, Lloh40
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpAdd	Lloh43, Lloh44
	.loh AdrpAdd	Lloh41, Lloh42
	.loh AdrpAdd	Lloh53, Lloh54
	.loh AdrpLdrGotLdr	Lloh50, Lloh51, Lloh52
	.loh AdrpLdrGotLdr	Lloh47, Lloh48, Lloh49
	.loh AdrpAdd	Lloh57, Lloh58
	.loh AdrpAdd	Lloh55, Lloh56
	.loh AdrpLdrGotLdr	Lloh61, Lloh62, Lloh63
	.loh AdrpAdd	Lloh59, Lloh60
	.cfi_endproc
                                        ; -- End function
	.comm	_VS_FOG_Z,8,3                   ; @VS_FOG_Z
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"MOV result.fogcoord, TMP_OUT.z;\n"

l_.str.1:                               ; @.str.1
	.asciz	"ADD result.fogcoord, posFixup.x, -posFixup.x;\n"

	.comm	_ARB_ZERO,4,2                   ; @ARB_ZERO
	.comm	_ARB_ONE,4,2                    ; @ARB_ONE
l_.str.2:                               ; @.str.2
	.asciz	"MIN TMP_FOGCOORD.x, TMP_FOGCOORD.x, %s;\n"

l_.str.3:                               ; @.str.3
	.asciz	"MAX result.fogcoord.x, TMP_FOGCOORD.x, %s;\n"

	.comm	_NV2,8,3                        ; @NV2
l_.str.4:                               ; @.str.4
	.asciz	"DP4 result.clip[%u].x, TMP_OUT, state.clip[%u].plane;\n"

	.section	__TEXT,__const
_vshader_add_footer.component:          ; @vshader_add_footer.component
	.ascii	"xyzw"

	.comm	_WINED3D_SHADER_TYPE_VERTEX,4,2 ; @WINED3D_SHADER_TYPE_VERTEX
	.section	__TEXT,__cstring,cstring_literals
l_.str.5:                               ; @.str.5
	.asciz	"DP4 TA.%c, TMP_OUT, state.clip[%u].plane;\n"

l_.str.6:                               ; @.str.6
	.asciz	"MOV TA, %s;\n"

l_.str.7:                               ; @.str.7
	.asciz	"MOV TA.yzw, %s;\n"

l_.str.8:                               ; @.str.8
	.asciz	"MOV TA.zw, %s;\n"

l_.str.9:                               ; @.str.9
	.asciz	"MOV TA.w, %s;\n"

l_.str.10:                              ; @.str.10
	.asciz	"MOV result.texcoord[%u], TA;\n"

	.comm	_ARB_CLIP_CONTROL,8,3           ; @ARB_CLIP_CONTROL
l_.str.11:                              ; @.str.11
	.asciz	"MUL TA, posFixup, TMP_OUT.w;\n"

l_.str.12:                              ; @.str.12
	.asciz	"ADD TMP_OUT.x, TMP_OUT.x, TA.z;\n"

l_.str.13:                              ; @.str.13
	.asciz	"MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TA.w;\n"

	.comm	_ARB_TWO,4,2                    ; @ARB_TWO
l_.str.14:                              ; @.str.14
	.asciz	"MAD TMP_OUT.z, TMP_OUT.z, %s, -TMP_OUT.w;\n"

l_.str.15:                              ; @.str.15
	.asciz	"ADD TMP_OUT.z, TMP_OUT.z, TMP_OUT.z;\n"

l_.str.16:                              ; @.str.16
	.asciz	"ADD TMP_OUT.z, TMP_OUT.z, -TMP_OUT.w;\n"

l_.str.17:                              ; @.str.17
	.asciz	"MOV result.position, TMP_OUT;\n"

	.comm	_TRUE,4,2                       ; @TRUE
	.no_dead_strip	_vshader_add_footer
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.vshader_add_footer
l_switch.table.vshader_add_footer:
	.quad	l_.str.6
	.quad	l_.str.7
	.quad	l_.str.8
	.quad	l_.str.9

.subsections_via_symbols
