	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_declare_shader_inputs
_shader_glsl_declare_shader_inputs:     ## @shader_glsl_declare_shader_inputs
	.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, %r12
	movq	%rcx, %r15
	movl	%edx, %r14d
	movq	%rsi, %r13
	movq	%rdi, %rbx
	callq	_shader_glsl_use_interface_blocks
	testq	%rax, %rax
	je	LBB0_7
## %bb.1:
	testq	%r12, %r12
	je	LBB0_6
## %bb.2:
	leaq	L_.str(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	testl	%r14d, %r14d
	je	LBB0_5
## %bb.3:
	leaq	L_.str.1(%rip), %r12
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_4:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r15, %rdi
	movl	%ebx, %esi
	callq	_wined3d_extract_interpolation_mode
	movl	%eax, %edi
	callq	_shader_glsl_interpolation_qualifiers
	movq	%r13, %rdi
	movq	%r12, %rsi
	movl	%eax, %edx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	cmpl	%ebx, %r14d
	jne	LBB0_4
LBB0_5:
	leaq	L_.str.2(%rip), %rsi
	movq	%r13, %rdi
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
LBB0_7:
	movq	_FALSE@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	L_.str.4(%rip), %rcx
	movq	%rbx, %rdi
	movq	%r13, %rsi
	movl	%r14d, %r8d
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_declare_in_varying             ## TAILCALL
LBB0_6:
	leaq	L_.str.3(%rip), %rsi
	movq	%r13, %rdi
	movl	%r14d, %edx
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"in shader_in_out {\n"

L_.str.1:                               ## @.str.1
	.asciz	"%s vec4 reg%u;\n"

L_.str.2:                               ## @.str.2
	.asciz	"} shader_in;\n"

L_.str.3:                               ## @.str.3
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in;\n"

	.comm	_FALSE,4,2                      ## @FALSE
L_.str.4:                               ## @.str.4
	.asciz	"vec4 ps_link[%u];\n"

	.no_dead_strip	_shader_glsl_declare_shader_inputs
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_declare_shader_inputs
_shader_glsl_declare_shader_inputs:     ; @shader_glsl_declare_shader_inputs
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #80
	.cfi_def_cfa_offset 80
	stp	x24, x23, [sp, #16]             ; 16-byte Folded Spill
	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
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	mov	x22, x4
	mov	x21, x3
	mov	x20, x2
	mov	x19, x1
	mov	x23, x0
	bl	_shader_glsl_use_interface_blocks
	cbz	x0, LBB0_6
; %bb.1:
	cbz	x22, LBB0_7
; %bb.2:
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	cbz	w20, LBB0_5
; %bb.3:
	mov	w22, #0
Lloh2:
	adrp	x23, l_.str.1@PAGE
Lloh3:
	add	x23, x23, l_.str.1@PAGEOFF
LBB0_4:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x21
	mov	x1, x22
	bl	_wined3d_extract_interpolation_mode
	bl	_shader_glsl_interpolation_qualifiers
                                        ; kill: def $w0 killed $w0 def $x0
	stp	x0, x22, [sp]
	mov	x0, x19
	mov	x1, x23
	bl	_shader_addline
	add	w22, w22, #1
	cmp	w20, w22
	b.ne	LBB0_4
LBB0_5:
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	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
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #80
	b	_shader_addline
LBB0_6:
Lloh6:
	adrp	x8, _FALSE@GOTPAGE
Lloh7:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh8:
	adrp	x3, l_.str.4@PAGE
Lloh9:
	add	x3, x3, l_.str.4@PAGEOFF
Lloh10:
	ldr	w2, [x8]
	mov	x0, x23
	mov	x1, x19
	mov	x4, x20
	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
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #80
	b	_declare_in_varying
LBB0_7:
	str	x20, [sp]
Lloh11:
	adrp	x1, l_.str.3@PAGE
Lloh12:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	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
	ldp	x24, x23, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #80
	ret
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh8, Lloh9
	.loh AdrpLdrGotLdr	Lloh6, Lloh7, Lloh10
	.loh AdrpAdd	Lloh11, Lloh12
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"in shader_in_out {\n"

l_.str.1:                               ; @.str.1
	.asciz	"%s vec4 reg%u;\n"

l_.str.2:                               ; @.str.2
	.asciz	"} shader_in;\n"

l_.str.3:                               ; @.str.3
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in;\n"

	.comm	_FALSE,4,2                      ; @FALSE
l_.str.4:                               ; @.str.4
	.asciz	"vec4 ps_link[%u];\n"

	.no_dead_strip	_shader_glsl_declare_shader_inputs
.subsections_via_symbols
