	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_vs_epilogue
_shader_glsl_generate_vs_epilogue:      ## @shader_glsl_generate_vs_epilogue
	.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	%rcx, %r15
	movq	%rdx, %r13
	movq	%rsi, %r12
	movq	%rdi, %r14
	callq	_needs_legacy_glsl_syntax
	movq	%rax, %rbx
	leaq	L_.str(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$2, 4(%r13)
	jg	LBB0_6
## %bb.1:
	movq	(%r15), %rax
	movq	_VS_FOG_Z@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_3
## %bb.2:
	leaq	L_.str.1(%rip), %rsi
	jmp	LBB0_5
LBB0_3:
	cmpl	$0, (%r13)
	jne	LBB0_6
## %bb.4:
	leaq	L_.str.4(%rip), %rsi
LBB0_5:
	testq	%rbx, %rbx
	leaq	L_.str.3(%rip), %rax
	leaq	L_.str.2(%rip), %rdx
	cmoveq	%rax, %rdx
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_6:
	cmpq	$0, 32(%r15)
	je	LBB0_11
## %bb.7:
	testq	%rbx, %rbx
	je	LBB0_8
## %bb.17:
	leaq	L_.str.5(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_11
LBB0_8:
	cmpl	$0, 8(%r14)
	je	LBB0_11
## %bb.9:
	leaq	L_.str.6(%rip), %r13
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_10:                                ## =>This Inner Loop Header: Depth=1
	movq	%r12, %rdi
	movq	%r13, %rsi
	movl	%ebx, %edx
	movl	%ebx, %ecx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	cmpl	8(%r14), %ebx
	jb	LBB0_10
LBB0_11:
	cmpq	$0, 24(%r15)
	je	LBB0_14
## %bb.12:
	cmpl	$0, 16(%r15)
	jne	LBB0_14
## %bb.13:
	leaq	L_.str.7(%rip), %rsi
	movq	%r12, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_14:
	movq	8(%r15), %rax
	movq	_WINED3D_SHADER_TYPE_PIXEL@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	jne	LBB0_16
## %bb.15:
	movq	(%r14), %rax
	movq	_ARB_CLIP_CONTROL@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	cmpl	$0, (%rax,%rcx,4)
	je	LBB0_18
LBB0_16:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_18:
	movq	%r12, %rdi
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_glsl_fixup_position     ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"setup_vs_output(vs_out);\n"

	.comm	_VS_FOG_Z,8,3                   ## @VS_FOG_Z
L_.str.1:                               ## @.str.1
	.asciz	"%s = gl_Position.z;\n"

L_.str.2:                               ## @.str.2
	.asciz	"gl_FogFragCoord"

L_.str.3:                               ## @.str.3
	.asciz	"ffp_varying_fogcoord"

L_.str.4:                               ## @.str.4
	.asciz	"%s = 0.0;\n"

L_.str.5:                               ## @.str.5
	.asciz	"gl_ClipVertex = gl_Position;\n"

L_.str.6:                               ## @.str.6
	.asciz	"gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n"

L_.str.7:                               ## @.str.7
	.asciz	"gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ## @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ## @ARB_CLIP_CONTROL
	.no_dead_strip	_shader_glsl_generate_vs_epilogue
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_generate_vs_epilogue
_shader_glsl_generate_vs_epilogue:      ; @shader_glsl_generate_vs_epilogue
	.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	x21, x3
	mov	x23, x2
	mov	x19, x1
	mov	x20, x0
	bl	_needs_legacy_glsl_syntax
	mov	x22, x0
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x23, #4]
	cmp	w8, #2
	b.gt	LBB0_6
; %bb.1:
	ldr	x8, [x21]
Lloh2:
	adrp	x9, _VS_FOG_Z@GOTPAGE
Lloh3:
	ldr	x9, [x9, _VS_FOG_Z@GOTPAGEOFF]
Lloh4:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_3
; %bb.2:
Lloh5:
	adrp	x1, l_.str.1@PAGE
Lloh6:
	add	x1, x1, l_.str.1@PAGEOFF
	b	LBB0_5
LBB0_3:
	ldr	w8, [x23]
	cbnz	w8, LBB0_6
; %bb.4:
Lloh7:
	adrp	x1, l_.str.4@PAGE
Lloh8:
	add	x1, x1, l_.str.4@PAGEOFF
LBB0_5:
Lloh9:
	adrp	x8, l_.str.2@PAGE
Lloh10:
	add	x8, x8, l_.str.2@PAGEOFF
Lloh11:
	adrp	x9, l_.str.3@PAGE
Lloh12:
	add	x9, x9, l_.str.3@PAGEOFF
	cmp	x22, #0
	csel	x8, x9, x8, eq
	str	x8, [sp]
	mov	x0, x19
	bl	_shader_addline
LBB0_6:
	ldr	x8, [x21, #32]
	cbz	x8, LBB0_12
; %bb.7:
	cbz	x22, LBB0_9
; %bb.8:
Lloh13:
	adrp	x1, l_.str.5@PAGE
Lloh14:
	add	x1, x1, l_.str.5@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	b	LBB0_12
LBB0_9:
	ldr	w8, [x20, #8]
	cbz	w8, LBB0_12
; %bb.10:
	mov	w23, #0
Lloh15:
	adrp	x22, l_.str.6@PAGE
Lloh16:
	add	x22, x22, l_.str.6@PAGEOFF
LBB0_11:                                ; =>This Inner Loop Header: Depth=1
	stp	x23, x23, [sp]
	mov	x0, x19
	mov	x1, x22
	bl	_shader_addline
	add	w23, w23, #1
	ldr	w8, [x20, #8]
	cmp	w23, w8
	b.lo	LBB0_11
LBB0_12:
	ldr	x8, [x21, #24]
	cbz	x8, LBB0_15
; %bb.13:
	ldr	w8, [x21, #16]
	cbnz	w8, LBB0_15
; %bb.14:
Lloh17:
	adrp	x1, l_.str.7@PAGE
Lloh18:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_15:
	ldr	x8, [x21, #8]
Lloh19:
	adrp	x9, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGE
Lloh20:
	ldr	x9, [x9, _WINED3D_SHADER_TYPE_PIXEL@GOTPAGEOFF]
Lloh21:
	ldr	x9, [x9]
	cmp	x8, x9
	b.ne	LBB0_17
; %bb.16:
	ldr	x8, [x20]
Lloh22:
	adrp	x9, _ARB_CLIP_CONTROL@GOTPAGE
Lloh23:
	ldr	x9, [x9, _ARB_CLIP_CONTROL@GOTPAGEOFF]
Lloh24:
	ldr	x9, [x9]
	ldr	w8, [x8, x9, lsl #2]
	cbz	w8, LBB0_18
LBB0_17:
	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
LBB0_18:
	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_glsl_fixup_position
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpLdrGotLdr	Lloh2, Lloh3, Lloh4
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpAdd	Lloh15, Lloh16
	.loh AdrpAdd	Lloh17, Lloh18
	.loh AdrpLdrGotLdr	Lloh19, Lloh20, Lloh21
	.loh AdrpLdrGotLdr	Lloh22, Lloh23, Lloh24
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"setup_vs_output(vs_out);\n"

	.comm	_VS_FOG_Z,8,3                   ; @VS_FOG_Z
l_.str.1:                               ; @.str.1
	.asciz	"%s = gl_Position.z;\n"

l_.str.2:                               ; @.str.2
	.asciz	"gl_FogFragCoord"

l_.str.3:                               ; @.str.3
	.asciz	"ffp_varying_fogcoord"

l_.str.4:                               ; @.str.4
	.asciz	"%s = 0.0;\n"

l_.str.5:                               ; @.str.5
	.asciz	"gl_ClipVertex = gl_Position;\n"

l_.str.6:                               ; @.str.6
	.asciz	"gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n"

l_.str.7:                               ; @.str.7
	.asciz	"gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n"

	.comm	_WINED3D_SHADER_TYPE_PIXEL,8,3  ; @WINED3D_SHADER_TYPE_PIXEL
	.comm	_ARB_CLIP_CONTROL,8,3           ; @ARB_CLIP_CONTROL
	.no_dead_strip	_shader_glsl_generate_vs_epilogue
.subsections_via_symbols
