	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_generate_hull_shader
_shader_glsl_generate_hull_shader:      ## @shader_glsl_generate_hull_shader
	.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	$24, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdx, %r12
	movq	%rsi, %r15
	movq	%rdi, %r14
	leaq	4(%rsi), %rbx
	movq	(%rdi), %r13
	leaq	-48(%rbp), %rdi
	xorl	%esi, %esi
	movl	$8, %edx
	callq	_memset
	movq	%rbx, -48(%rbp)
	movq	%r15, %rdi
	movq	%r13, %rsi
	callq	_shader_glsl_add_version_declaration
	movq	%r15, %rdi
	movq	%r13, -56(%rbp)                 ## 8-byte Spill
	movq	%r13, %rsi
	callq	_shader_glsl_enable_extensions
	leaq	L_.str(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	%r14, %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	movq	%r12, %rcx
	leaq	-48(%rbp), %r8
	callq	_shader_generate_glsl_declarations
	movl	64(%r12), %edx
	leaq	L_.str.1(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	16(%r12), %rax
	movl	4(%rax), %edx
	leaq	L_.str.2(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	16(%r12), %rax
	movl	(%rax), %edx
	leaq	L_.str.3(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	24(%r12), %rsi
	movq	_FALSE@GOTPCREL(%rip), %rbx
	movl	(%rbx), %edx
	movq	%r15, %rdi
	callq	_shader_glsl_generate_patch_constant_setup
	cmpq	$0, 56(%r12)
	je	LBB0_2
## %bb.1:
	movq	16(%r12), %rax
	movl	(%rax), %edx
	leaq	L_.str.4(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	16(%r12), %rax
	movl	(%rax), %esi
	leaq	8(%r12), %rdx
	movl	(%rbx), %r9d
	leaq	L_.str.5(%rip), %r8
	movq	%r15, %rdi
	movq	%r12, %rcx
	callq	_shader_glsl_setup_sm4_shader_output
	leaq	L_.str.6(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_2:
	leaq	L_.str.7(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	56(%r12), %r13
	testq	%r13, %r13
	je	LBB0_8
## %bb.3:
	cmpl	$0, (%r13)
	je	LBB0_6
## %bb.4:
	leaq	L_.str.8(%rip), %r14
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_5:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r15, %rdi
	movq	%r14, %rsi
	movl	%ebx, %edx
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%ebx
	cmpl	(%r13), %ebx
	jb	LBB0_5
LBB0_6:
	movl	4(%r13), %r9d
	movl	8(%r13), %r8d
	leaq	-48(%rbp), %rcx
	movq	%r12, %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	callq	_shader_generate_code
	movl	%eax, %edi
	callq	_FAILED
	xorl	%ebx, %ebx
	testq	%rax, %rax
	jne	LBB0_28
## %bb.7:
	leaq	L_.str.9(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_9
LBB0_8:
	movq	%r12, %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	callq	_shader_glsl_generate_default_control_point_phase
LBB0_9:
	leaq	L_.str.6(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpl	$0, 32(%r12)
	je	LBB0_13
## %bb.10:
	leaq	-48(%rbp), %r14
	xorl	%ebx, %ebx
	xorl	%r13d, %r13d
	.p2align	4, 0x90
LBB0_11:                                ## =>This Inner Loop Header: Depth=1
	movq	48(%r12), %r8
	addq	%rbx, %r8
	movl	%r13d, (%rsp)
	movq	%r12, %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	movq	%r14, %rcx
	leaq	L_.str.10(%rip), %r9
	callq	_shader_glsl_generate_shader_phase
	movl	%eax, %edi
	callq	_FAILED
	testq	%rax, %rax
	jne	LBB0_27
## %bb.12:                              ##   in Loop: Header=BB0_11 Depth=1
	incq	%r13
	movl	32(%r12), %eax
	addq	$4, %rbx
	cmpq	%rax, %r13
	jb	LBB0_11
LBB0_13:
	cmpl	$0, 36(%r12)
	je	LBB0_17
## %bb.14:
	leaq	-48(%rbp), %r14
	xorl	%ebx, %ebx
	xorl	%r13d, %r13d
	.p2align	4, 0x90
LBB0_15:                                ## =>This Inner Loop Header: Depth=1
	movq	40(%r12), %r8
	addq	%rbx, %r8
	movl	%r13d, (%rsp)
	movq	%r12, %rdi
	movq	%r15, %rsi
	movq	%r12, %rdx
	movq	%r14, %rcx
	leaq	L_.str.11(%rip), %r9
	callq	_shader_glsl_generate_shader_phase
	movl	%eax, %edi
	callq	_FAILED
	testq	%rax, %rax
	jne	LBB0_27
## %bb.16:                              ##   in Loop: Header=BB0_15 Depth=1
	incq	%r13
	movl	36(%r12), %eax
	addq	$4, %rbx
	cmpq	%rax, %r13
	jb	LBB0_15
LBB0_17:
	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
	cmpq	$0, (%r12)
	je	LBB0_19
## %bb.18:
	leaq	L_.str.14(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_19:
	cmpl	$0, 32(%r12)
	je	LBB0_22
## %bb.20:
	xorl	%r13d, %r13d
	leaq	L_.str.10(%rip), %r14
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_21:                                ## =>This Inner Loop Header: Depth=1
	movq	48(%r12), %rsi
	addq	%r13, %rsi
	movq	%r15, %rdi
	movq	%r14, %rdx
	movl	%ebx, %ecx
	callq	_shader_glsl_generate_shader_phase_invocation
	incq	%rbx
	movl	32(%r12), %eax
	addq	$4, %r13
	cmpq	%rax, %rbx
	jb	LBB0_21
LBB0_22:
	cmpl	$0, 36(%r12)
	je	LBB0_25
## %bb.23:
	xorl	%r13d, %r13d
	leaq	L_.str.11(%rip), %r14
	xorl	%ebx, %ebx
	.p2align	4, 0x90
LBB0_24:                                ## =>This Inner Loop Header: Depth=1
	movq	40(%r12), %rsi
	addq	%r13, %rsi
	movq	%r15, %rdi
	movq	%r14, %rdx
	movl	%ebx, %ecx
	callq	_shader_glsl_generate_shader_phase_invocation
	incq	%rbx
	movl	36(%r12), %eax
	addq	$4, %r13
	cmpq	%rax, %rbx
	jb	LBB0_24
LBB0_25:
	leaq	L_.str.15(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.6(%rip), %rsi
	movq	%r15, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	_GL_TESS_CONTROL_SHADER@GOTPCREL(%rip), %rax
	movl	(%rax), %edi
	callq	_glCreateShader
	movl	%eax, %edi
	callq	_GL_EXTCALL
	movl	%eax, %ebx
	leaq	L_.str.16(%rip), %rdi
	movl	%eax, %esi
	callq	_TRACE
	movl	(%r15), %edx
	movq	-56(%rbp), %rdi                 ## 8-byte Reload
	movl	%ebx, %esi
	callq	_shader_glsl_compile
	jmp	LBB0_28
LBB0_27:
	xorl	%ebx, %ebx
LBB0_28:
	movl	%ebx, %eax
	addq	$24, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"#extension GL_ARB_tessellation_shader : enable\n"

L_.str.1:                               ## @.str.1
	.asciz	"layout(vertices = %u) out;\n"

L_.str.2:                               ## @.str.2
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in[];\n"

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

	.comm	_FALSE,4,2                      ## @FALSE
L_.str.4:                               ## @.str.4
	.asciz	"void setup_hs_output(in vec4 outputs[%u])\n{\n"

L_.str.5:                               ## @.str.5
	.asciz	"shader_out[gl_InvocationID]"

L_.str.6:                               ## @.str.6
	.asciz	"}\n"

L_.str.7:                               ## @.str.7
	.asciz	"void hs_control_point_phase()\n{\n"

L_.str.8:                               ## @.str.8
	.asciz	"vec4 R%u;\n"

L_.str.9:                               ## @.str.9
	.asciz	"setup_hs_output(hs_out);\n"

L_.str.10:                              ## @.str.10
	.asciz	"fork"

L_.str.11:                              ## @.str.11
	.asciz	"join"

L_.str.12:                              ## @.str.12
	.asciz	"void main()\n{\n"

L_.str.13:                              ## @.str.13
	.asciz	"hs_control_point_phase();\n"

L_.str.14:                              ## @.str.14
	.asciz	"barrier();\n"

L_.str.15:                              ## @.str.15
	.asciz	"setup_patch_constant_output();\n"

	.comm	_GL_TESS_CONTROL_SHADER,4,2     ## @GL_TESS_CONTROL_SHADER
L_.str.16:                              ## @.str.16
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_hull_shader
.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_hull_shader
_shader_glsl_generate_hull_shader:      ; @shader_glsl_generate_hull_shader
	.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, x2
	mov	x19, x1
	mov	x22, x0
	add	x23, x1, #4
	ldr	x20, [x0]
	add	x0, sp, #8
	mov	w1, #0
	mov	w2, #8
	bl	_memset
	str	x23, [sp, #8]
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_add_version_declaration
	mov	x0, x19
	mov	x1, x20
	bl	_shader_glsl_enable_extensions
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	add	x4, sp, #8
	mov	x0, x22
	mov	x1, x19
	mov	x2, x21
	mov	x3, x21
	bl	_shader_generate_glsl_declarations
	ldr	w8, [x21, #64]
	str	x8, [sp]
Lloh2:
	adrp	x1, l_.str.1@PAGE
Lloh3:
	add	x1, x1, l_.str.1@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21, #16]
	ldr	w8, [x8, #4]
	str	x8, [sp]
Lloh4:
	adrp	x1, l_.str.2@PAGE
Lloh5:
	add	x1, x1, l_.str.2@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21, #16]
	ldr	w8, [x8]
	str	x8, [sp]
Lloh6:
	adrp	x1, l_.str.3@PAGE
Lloh7:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	add	x1, x21, #24
Lloh8:
	adrp	x22, _FALSE@GOTPAGE
Lloh9:
	ldr	x22, [x22, _FALSE@GOTPAGEOFF]
	ldr	w2, [x22]
	mov	x0, x19
	bl	_shader_glsl_generate_patch_constant_setup
	ldr	x8, [x21, #56]
	cbz	x8, LBB0_2
; %bb.1:
	ldr	x8, [x21, #16]
	ldr	w8, [x8]
	str	x8, [sp]
Lloh10:
	adrp	x1, l_.str.4@PAGE
Lloh11:
	add	x1, x1, l_.str.4@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21, #16]
	ldr	w1, [x8]
	add	x2, x21, #8
	ldr	w5, [x22]
Lloh12:
	adrp	x4, l_.str.5@PAGE
Lloh13:
	add	x4, x4, l_.str.5@PAGEOFF
	mov	x0, x19
	mov	x3, x21
	bl	_shader_glsl_setup_sm4_shader_output
Lloh14:
	adrp	x1, l_.str.6@PAGE
Lloh15:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_2:
Lloh16:
	adrp	x1, l_.str.7@PAGE
Lloh17:
	add	x1, x1, l_.str.7@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x23, [x21, #56]
	cbz	x23, LBB0_8
; %bb.3:
	ldr	w8, [x23]
	cbz	w8, LBB0_6
; %bb.4:
	mov	w24, #0
Lloh18:
	adrp	x22, l_.str.8@PAGE
Lloh19:
	add	x22, x22, l_.str.8@PAGEOFF
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	str	x24, [sp]
	mov	x0, x19
	mov	x1, x22
	bl	_shader_addline
	add	w24, w24, #1
	ldr	w8, [x23]
	cmp	w24, w8
	b.lo	LBB0_5
LBB0_6:
	ldp	w5, w4, [x23, #4]
	add	x3, sp, #8
	mov	x0, x21
	mov	x1, x19
	mov	x2, x21
	bl	_shader_generate_code
	bl	_FAILED
	cbz	x0, LBB0_9
LBB0_7:
	mov	w21, #0
	b	LBB0_27
LBB0_8:
	mov	x0, x21
	mov	x1, x19
	mov	x2, x21
	bl	_shader_glsl_generate_default_control_point_phase
	b	LBB0_10
LBB0_9:
Lloh20:
	adrp	x1, l_.str.9@PAGE
Lloh21:
	add	x1, x1, l_.str.9@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_10:
Lloh22:
	adrp	x1, l_.str.6@PAGE
Lloh23:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	w8, [x21, #32]
	cbz	w8, LBB0_14
; %bb.11:
	mov	x24, #0
	mov	x22, #0
Lloh24:
	adrp	x23, l_.str.10@PAGE
Lloh25:
	add	x23, x23, l_.str.10@PAGEOFF
LBB0_12:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #48]
	add	x4, x8, x24
	add	x3, sp, #8
	mov	x0, x21
	mov	x1, x19
	mov	x2, x21
	mov	x5, x23
	mov	x6, x22
	bl	_shader_glsl_generate_shader_phase
	bl	_FAILED
	cbnz	x0, LBB0_7
; %bb.13:                               ;   in Loop: Header=BB0_12 Depth=1
	add	x22, x22, #1
	ldr	w8, [x21, #32]
	add	x24, x24, #4
	cmp	x22, x8
	b.lo	LBB0_12
LBB0_14:
	ldr	w8, [x21, #36]
	cbz	w8, LBB0_18
; %bb.15:
	mov	x24, #0
	mov	x22, #0
Lloh26:
	adrp	x23, l_.str.11@PAGE
Lloh27:
	add	x23, x23, l_.str.11@PAGEOFF
LBB0_16:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #40]
	add	x4, x8, x24
	add	x3, sp, #8
	mov	x0, x21
	mov	x1, x19
	mov	x2, x21
	mov	x5, x23
	mov	x6, x22
	bl	_shader_glsl_generate_shader_phase
	bl	_FAILED
	cbnz	x0, LBB0_7
; %bb.17:                               ;   in Loop: Header=BB0_16 Depth=1
	add	x22, x22, #1
	ldr	w8, [x21, #36]
	add	x24, x24, #4
	cmp	x22, x8
	b.lo	LBB0_16
LBB0_18:
Lloh28:
	adrp	x1, l_.str.12@PAGE
Lloh29:
	add	x1, x1, l_.str.12@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh30:
	adrp	x1, l_.str.13@PAGE
Lloh31:
	add	x1, x1, l_.str.13@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
	ldr	x8, [x21]
	cbz	x8, LBB0_20
; %bb.19:
Lloh32:
	adrp	x1, l_.str.14@PAGE
Lloh33:
	add	x1, x1, l_.str.14@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
LBB0_20:
	ldr	w8, [x21, #32]
	cbz	w8, LBB0_23
; %bb.21:
	mov	x24, #0
	mov	x22, #0
Lloh34:
	adrp	x23, l_.str.10@PAGE
Lloh35:
	add	x23, x23, l_.str.10@PAGEOFF
LBB0_22:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #48]
	add	x1, x8, x24
	mov	x0, x19
	mov	x2, x23
	mov	x3, x22
	bl	_shader_glsl_generate_shader_phase_invocation
	add	x22, x22, #1
	ldr	w8, [x21, #32]
	add	x24, x24, #4
	cmp	x22, x8
	b.lo	LBB0_22
LBB0_23:
	ldr	w8, [x21, #36]
	cbz	w8, LBB0_26
; %bb.24:
	mov	x24, #0
	mov	x22, #0
Lloh36:
	adrp	x23, l_.str.11@PAGE
Lloh37:
	add	x23, x23, l_.str.11@PAGEOFF
LBB0_25:                                ; =>This Inner Loop Header: Depth=1
	ldr	x8, [x21, #40]
	add	x1, x8, x24
	mov	x0, x19
	mov	x2, x23
	mov	x3, x22
	bl	_shader_glsl_generate_shader_phase_invocation
	add	x22, x22, #1
	ldr	w8, [x21, #36]
	add	x24, x24, #4
	cmp	x22, x8
	b.lo	LBB0_25
LBB0_26:
Lloh38:
	adrp	x1, l_.str.15@PAGE
Lloh39:
	add	x1, x1, l_.str.15@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh40:
	adrp	x1, l_.str.6@PAGE
Lloh41:
	add	x1, x1, l_.str.6@PAGEOFF
	mov	x0, x19
	bl	_shader_addline
Lloh42:
	adrp	x8, _GL_TESS_CONTROL_SHADER@GOTPAGE
Lloh43:
	ldr	x8, [x8, _GL_TESS_CONTROL_SHADER@GOTPAGEOFF]
Lloh44:
	ldr	w0, [x8]
	bl	_glCreateShader
	bl	_GL_EXTCALL
	mov	x21, x0
Lloh45:
	adrp	x0, l_.str.16@PAGE
Lloh46:
	add	x0, x0, l_.str.16@PAGEOFF
	mov	x1, x21
	bl	_TRACE
	ldr	w2, [x19]
	mov	x0, x20
	mov	x1, x21
	bl	_shader_glsl_compile
LBB0_27:
	mov	x0, x21
	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 AdrpLdrGot	Lloh8, Lloh9
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.loh AdrpAdd	Lloh14, Lloh15
	.loh AdrpAdd	Lloh12, Lloh13
	.loh AdrpAdd	Lloh10, Lloh11
	.loh AdrpAdd	Lloh16, Lloh17
	.loh AdrpAdd	Lloh18, Lloh19
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpAdd	Lloh24, Lloh25
	.loh AdrpAdd	Lloh26, Lloh27
	.loh AdrpAdd	Lloh30, Lloh31
	.loh AdrpAdd	Lloh28, Lloh29
	.loh AdrpAdd	Lloh32, Lloh33
	.loh AdrpAdd	Lloh34, Lloh35
	.loh AdrpAdd	Lloh36, Lloh37
	.loh AdrpAdd	Lloh45, Lloh46
	.loh AdrpLdrGotLdr	Lloh42, Lloh43, Lloh44
	.loh AdrpAdd	Lloh40, Lloh41
	.loh AdrpAdd	Lloh38, Lloh39
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"#extension GL_ARB_tessellation_shader : enable\n"

l_.str.1:                               ; @.str.1
	.asciz	"layout(vertices = %u) out;\n"

l_.str.2:                               ; @.str.2
	.asciz	"in shader_in_out { vec4 reg[%u]; } shader_in[];\n"

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

	.comm	_FALSE,4,2                      ; @FALSE
l_.str.4:                               ; @.str.4
	.asciz	"void setup_hs_output(in vec4 outputs[%u])\n{\n"

l_.str.5:                               ; @.str.5
	.asciz	"shader_out[gl_InvocationID]"

l_.str.6:                               ; @.str.6
	.asciz	"}\n"

l_.str.7:                               ; @.str.7
	.asciz	"void hs_control_point_phase()\n{\n"

l_.str.8:                               ; @.str.8
	.asciz	"vec4 R%u;\n"

l_.str.9:                               ; @.str.9
	.asciz	"setup_hs_output(hs_out);\n"

l_.str.10:                              ; @.str.10
	.asciz	"fork"

l_.str.11:                              ; @.str.11
	.asciz	"join"

l_.str.12:                              ; @.str.12
	.asciz	"void main()\n{\n"

l_.str.13:                              ; @.str.13
	.asciz	"hs_control_point_phase();\n"

l_.str.14:                              ; @.str.14
	.asciz	"barrier();\n"

l_.str.15:                              ; @.str.15
	.asciz	"setup_patch_constant_output();\n"

	.comm	_GL_TESS_CONTROL_SHADER,4,2     ; @GL_TESS_CONTROL_SHADER
l_.str.16:                              ; @.str.16
	.asciz	"Compiling shader object %u.\n"

	.no_dead_strip	_shader_glsl_generate_hull_shader
.subsections_via_symbols
