	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.section	__TEXT,__literal4,4byte_literals
	.p2align	2                               ## -- Begin function shader_glsl_ffp_vertex_light_uniform
LCPI0_0:
	.long	0x3f000000                      ## float 0.5
	.section	__TEXT,__text,regular,pure_instructions
	.p2align	4, 0x90
_shader_glsl_ffp_vertex_light_uniform:  ## @shader_glsl_ffp_vertex_light_uniform
	.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
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%r8, %r14
	movq	%rcx, %r15
	movq	_WINED3D_TS_VIEW@GOTPCREL(%rip), %rax
	movq	(%rax), %rbx
	shlq	$2, %rbx
	addq	(%rsi), %rbx
	movq	(%r8), %rax
	movl	%edx, %r12d
	movq	%r12, %rcx
	shlq	$4, %rcx
	leaq	(%rcx,%rcx,2), %r13
	movl	44(%rax,%r13), %edi
	leaq	40(%r15), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	40(%rax,%r13), %edi
	leaq	36(%r15), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	36(%rax,%r13), %edi
	leaq	32(%r15), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	(%r15), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	ja	LBB0_8
## %bb.1:
	leaq	LJTI0_0(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	jmpq	*%rax
LBB0_5:
	leaq	44(%r15), %rsi
	leaq	-48(%rbp), %r12
	movq	%r12, %rdi
	movq	%rbx, %rdx
	callq	_multiply_vector_matrix
	movq	(%r14), %rax
	movl	(%rax,%r13), %edi
	movl	$1, %esi
	movq	%r12, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	48(%r15), %rsi
	movq	%r12, %rdi
	movq	%rbx, %rdx
	callq	_multiply_vector_matrix
	movq	(%r14), %rax
	movl	4(%rax,%r13), %edi
	movl	$1, %esi
	movq	%r12, %rdx
	callq	_glUniform3fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	32(%rax,%r13), %edi
	movl	28(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	28(%rax,%r13), %edi
	movl	24(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	24(%rax,%r13), %edi
	movl	20(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	20(%rax,%r13), %edi
	movl	16(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	16(%rax,%r13), %edi
	movl	12(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	12(%rax,%r13), %ebx
	movss	4(%r15), %xmm0                  ## xmm0 = mem[0],zero,zero,zero
	mulss	LCPI0_0(%rip), %xmm0
	callq	_cosf
	movl	%ebx, %edi
	movl	%eax, %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	8(%rax,%r13), %ebx
	movss	LCPI0_0(%rip), %xmm0            ## xmm0 = mem[0],zero,zero,zero
	mulss	8(%r15), %xmm0
	callq	_cosf
	movl	%ebx, %edi
	movl	%eax, %esi
	jmp	LBB0_3
LBB0_8:
	leaq	L_.str(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_FIXME
	jmp	LBB0_9
LBB0_2:
	leaq	44(%r15), %rsi
	leaq	-48(%rbp), %r12
	movq	%r12, %rdi
	movq	%rbx, %rdx
	callq	_multiply_vector_matrix
	movq	(%r14), %rax
	movl	(%rax,%r13), %edi
	movl	$1, %esi
	movq	%r12, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	32(%rax,%r13), %edi
	movl	28(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	24(%rax,%r13), %edi
	movl	20(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	20(%rax,%r13), %edi
	movl	16(%r15), %esi
	callq	_glUniform1f
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movq	(%r14), %rax
	movl	16(%rax,%r13), %edi
	movl	12(%r15), %esi
LBB0_3:
	callq	_glUniform1f
	jmp	LBB0_4
LBB0_7:
	addq	$44, %r15
	leaq	-48(%rbp), %r13
	movq	%r13, %rdi
	movq	%r15, %rsi
	movq	%rbx, %rdx
	callq	_multiply_vector_matrix
	movq	(%r14), %rax
	leaq	(%r12,%r12,2), %rcx
	shlq	$4, %rcx
	movl	(%rax,%rcx), %edi
	movl	$1, %esi
	movq	%r13, %rdx
	callq	_glUniform4fv
	jmp	LBB0_4
LBB0_6:
	addq	$48, %r15
	leaq	-48(%rbp), %r13
	movq	%r13, %rdi
	movq	%r15, %rsi
	movq	%rbx, %rdx
	callq	_multiply_vector_matrix
	movq	(%r14), %rax
	leaq	(%r12,%r12,2), %rcx
	shlq	$4, %rcx
	movl	4(%rax,%rcx), %edi
	movl	$1, %esi
	movq	%r13, %rdx
	callq	_glUniform3fv
LBB0_4:
	movl	%eax, %edi
	callq	_GL_EXTCALL
LBB0_9:
	leaq	L_.str.1(%rip), %rdi
	callq	_checkGLcall
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
	.p2align	2, 0x90
	.data_region jt32
.set L0_0_set_5, LBB0_5-LJTI0_0
.set L0_0_set_2, LBB0_2-LJTI0_0
.set L0_0_set_7, LBB0_7-LJTI0_0
.set L0_0_set_6, LBB0_6-LJTI0_0
LJTI0_0:
	.long	L0_0_set_5
	.long	L0_0_set_2
	.long	L0_0_set_7
	.long	L0_0_set_6
	.end_data_region
                                        ## -- End function
	.comm	_WINED3D_TS_VIEW,8,3            ## @WINED3D_TS_VIEW
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"Unrecognized light type %#x.\n"

L_.str.1:                               ## @.str.1
	.asciz	"setting FFP lights uniforms"

	.no_dead_strip	_shader_glsl_ffp_vertex_light_uniform
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_ffp_vertex_light_uniform
_shader_glsl_ffp_vertex_light_uniform:  ; @shader_glsl_ffp_vertex_light_uniform
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #96
	.cfi_def_cfa_offset 96
	stp	d9, d8, [sp, #16]               ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.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 b8, -72
	.cfi_offset b9, -80
	mov	x19, x4
	mov	x20, x3
	ldr	x21, [x1]
Lloh0:
	adrp	x8, _WINED3D_TS_VIEW@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3D_TS_VIEW@GOTPAGEOFF]
Lloh2:
	ldr	x23, [x8]
	ldr	x8, [x4]
	mov	w22, w2
	add	x9, x22, w2, uxtw #1
	lsl	x24, x9, #4
	add	x8, x8, x24
	ldr	w0, [x8, #44]
	add	x2, x3, #40
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x24
	ldr	w0, [x8, #40]
	add	x2, x20, #36
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x24
	ldr	w0, [x8, #36]
	add	x2, x20, #32
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	w1, [x20]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hi	LBB0_3
; %bb.1:
	add	x21, x21, x23, lsl #2
Lloh3:
	adrp	x9, lJTI0_0@PAGE
Lloh4:
	add	x9, x9, lJTI0_0@PAGEOFF
	adr	x10, LBB0_2
	ldrb	w11, [x9, x8]
	add	x10, x10, x11, lsl #2
	br	x10
LBB0_2:
	add	x1, x20, #44
	add	x0, sp, #8
	mov	x2, x21
	bl	_multiply_vector_matrix
	ldr	x8, [x19]
	add	x9, x22, x22, lsl #1
	lsl	x22, x9, #4
	ldr	w0, [x8, x22]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	add	x1, x20, #48
	add	x0, sp, #8
	mov	x2, x21
	bl	_multiply_vector_matrix
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #4]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform3fv
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #32]
	ldr	w1, [x20, #28]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #28]
	ldr	w1, [x20, #24]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #24]
	ldr	w1, [x20, #20]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #20]
	ldr	w1, [x20, #16]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w0, [x8, #16]
	ldr	w1, [x20, #12]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w21, [x8, #12]
	ldr	s0, [x20, #4]
	fmov	s8, #0.50000000
	fmul	s0, s0, s8
	bl	_cosf
	mov	x1, x0
	mov	x0, x21
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x22
	ldr	w19, [x8, #8]
	ldr	s0, [x20, #8]
	fmul	s0, s0, s8
	bl	_cosf
	mov	x1, x0
	mov	x0, x19
	b	LBB0_5
LBB0_3:
Lloh5:
	adrp	x0, l_.str@PAGE
Lloh6:
	add	x0, x0, l_.str@PAGEOFF
	bl	_FIXME
	b	LBB0_9
LBB0_4:
	add	x1, x20, #44
	add	x0, sp, #8
	mov	x2, x21
	bl	_multiply_vector_matrix
	ldr	x8, [x19]
	add	x9, x22, x22, lsl #1
	lsl	x21, x9, #4
	ldr	w0, [x8, x21]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x21
	ldr	w0, [x8, #32]
	ldr	w1, [x20, #28]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x21
	ldr	w0, [x8, #24]
	ldr	w1, [x20, #20]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x21
	ldr	w0, [x8, #20]
	ldr	w1, [x20, #16]
	bl	_glUniform1f
	bl	_GL_EXTCALL
	ldr	x8, [x19]
	add	x8, x8, x21
	ldr	w0, [x8, #16]
	ldr	w1, [x20, #12]
LBB0_5:
	bl	_glUniform1f
	b	LBB0_8
LBB0_6:
	add	x1, x20, #44
	add	x0, sp, #8
	mov	x2, x21
	bl	_multiply_vector_matrix
	ldr	x8, [x19]
	mov	w9, #48
	mul	x9, x22, x9
	ldr	w0, [x8, x9]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform4fv
	b	LBB0_8
LBB0_7:
	add	x1, x20, #48
	add	x0, sp, #8
	mov	x2, x21
	bl	_multiply_vector_matrix
	ldr	x8, [x19]
	mov	w9, #48
	madd	x8, x22, x9, x8
	ldr	w0, [x8, #4]
	add	x2, sp, #8
	mov	w1, #1
	bl	_glUniform3fv
LBB0_8:
	bl	_GL_EXTCALL
LBB0_9:
Lloh7:
	adrp	x0, l_.str.1@PAGE
Lloh8:
	add	x0, x0, l_.str.1@PAGEOFF
	bl	_checkGLcall
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	d9, d8, [sp, #16]               ; 16-byte Folded Reload
	add	sp, sp, #96
	ret
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh7, Lloh8
	.cfi_endproc
	.section	__TEXT,__const
lJTI0_0:
	.byte	(LBB0_2-LBB0_2)>>2
	.byte	(LBB0_4-LBB0_2)>>2
	.byte	(LBB0_6-LBB0_2)>>2
	.byte	(LBB0_7-LBB0_2)>>2
                                        ; -- End function
	.comm	_WINED3D_TS_VIEW,8,3            ; @WINED3D_TS_VIEW
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"Unrecognized light type %#x.\n"

l_.str.1:                               ; @.str.1
	.asciz	"setting FFP lights uniforms"

	.no_dead_strip	_shader_glsl_ffp_vertex_light_uniform
.subsections_via_symbols
