	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_ffp_vertex_material_uniform
_shader_glsl_ffp_vertex_material_uniform: ## @shader_glsl_ffp_vertex_material_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	%r14
	pushq	%rbx
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdx, %r14
	movq	%rsi, %rbx
	movq	24(%rsi), %rax
	movq	_WINED3D_RS_SPECULARENABLE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpq	$0, (%rax,%rcx,8)
	movl	12(%rdx), %edi
	je	LBB0_2
## %bb.1:
	leaq	16(%rbx), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	16(%r14), %edi
	movl	12(%rbx), %esi
	callq	_glUniform1f
	jmp	LBB0_3
LBB0_2:
	leaq	_shader_glsl_ffp_vertex_material_uniform.black(%rip), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
LBB0_3:
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	8(%r14), %edi
	leaq	8(%rbx), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	4(%r14), %edi
	leaq	4(%rbx), %rdx
	movl	$1, %esi
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	(%r14), %edi
	movl	$1, %esi
	movq	%rbx, %rdx
	callq	_glUniform4fv
	movl	%eax, %edi
	callq	_GL_EXTCALL
	leaq	L_.str(%rip), %rdi
	popq	%rbx
	popq	%r14
	popq	%rbp
	jmp	_checkGLcall                    ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3D_RS_SPECULARENABLE,8,3  ## @WINED3D_RS_SPECULARENABLE
	.section	__TEXT,__const
	.p2align	4                               ## @shader_glsl_ffp_vertex_material_uniform.black
_shader_glsl_ffp_vertex_material_uniform.black:
	.space	16

	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"setting FFP material uniforms"

	.no_dead_strip	_shader_glsl_ffp_vertex_material_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_material_uniform
_shader_glsl_ffp_vertex_material_uniform: ; @shader_glsl_ffp_vertex_material_uniform
	.cfi_startproc
; %bb.0:
	stp	x20, x19, [sp, #-32]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 32
	stp	x29, x30, [sp, #16]             ; 16-byte Folded Spill
	add	x29, sp, #16
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	mov	x20, x2
	mov	x19, x1
	ldr	x8, [x1, #24]
Lloh0:
	adrp	x9, _WINED3D_RS_SPECULARENABLE@GOTPAGE
Lloh1:
	ldr	x9, [x9, _WINED3D_RS_SPECULARENABLE@GOTPAGEOFF]
Lloh2:
	ldr	x9, [x9]
	ldr	x8, [x8, x9, lsl #3]
	ldr	w0, [x2, #12]
	cbz	x8, LBB0_2
; %bb.1:
	add	x2, x19, #16
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	w0, [x20, #16]
	ldr	w1, [x19, #12]
	bl	_glUniform1f
	b	LBB0_3
LBB0_2:
Lloh3:
	adrp	x2, _shader_glsl_ffp_vertex_material_uniform.black@PAGE
Lloh4:
	add	x2, x2, _shader_glsl_ffp_vertex_material_uniform.black@PAGEOFF
	mov	w1, #1
	bl	_glUniform4fv
LBB0_3:
	bl	_GL_EXTCALL
	ldr	w0, [x20, #8]
	add	x2, x19, #8
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	w0, [x20, #4]
	add	x2, x19, #4
	mov	w1, #1
	bl	_glUniform4fv
	bl	_GL_EXTCALL
	ldr	w0, [x20]
	mov	w1, #1
	mov	x2, x19
	bl	_glUniform4fv
	bl	_GL_EXTCALL
Lloh5:
	adrp	x0, l_.str@PAGE
Lloh6:
	add	x0, x0, l_.str@PAGEOFF
	ldp	x29, x30, [sp, #16]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp], #32             ; 16-byte Folded Reload
	b	_checkGLcall
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3D_RS_SPECULARENABLE,8,3  ; @WINED3D_RS_SPECULARENABLE
	.section	__TEXT,__const
	.p2align	2                               ; @shader_glsl_ffp_vertex_material_uniform.black
_shader_glsl_ffp_vertex_material_uniform.black:
	.space	16

	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"setting FFP material uniforms"

	.no_dead_strip	_shader_glsl_ffp_vertex_material_uniform
.subsections_via_symbols
