	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_ffp_vertex_lighting_footer
_shader_glsl_ffp_vertex_lighting_footer: ## @shader_glsl_ffp_vertex_lighting_footer
	.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	%rbx
	pushq	%rax
	.cfi_offset %rbx, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movl	%edx, %r15d
	movq	%rsi, %r14
	movq	%rdi, %rbx
	leaq	L_.str(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	cmpq	$0, (%r14)
	leaq	L_.str.2(%rip), %rax
	leaq	L_.str.1(%rip), %rsi
	cmoveq	%rax, %rsi
	movq	%rbx, %rdi
	xorl	%eax, %eax
	callq	_shader_addline
	leaq	L_.str.3(%rip), %rsi
	movq	%rbx, %rdi
	movl	%r15d, %edx
	xorl	%eax, %eax
	addq	$8, %rsp
	popq	%rbx
	popq	%r14
	popq	%r15
	popq	%rbp
	jmp	_shader_addline                 ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"diffuse += clamp(dot(dir, normal), 0.0, 1.0) * ffp_light[%u].diffuse.xyz * att;\n"

L_.str.1:                               ## @.str.1
	.asciz	"t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"

L_.str.2:                               ## @.str.2
	.asciz	"t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"

L_.str.3:                               ## @.str.3
	.asciz	"if (dot(dir, normal) > 0.0 && t > 0.0) specular += pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n"

	.no_dead_strip	_shader_glsl_ffp_vertex_lighting_footer
.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_lighting_footer
_shader_glsl_ffp_vertex_lighting_footer: ; @shader_glsl_ffp_vertex_lighting_footer
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.cfi_def_cfa_offset 64
	stp	x22, x21, [sp, #16]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #32]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #48]             ; 16-byte Folded Spill
	add	x29, sp, #48
	.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
	mov	x19, x2
	mov	x20, x1
	mov	x21, x0
	str	x19, [sp]
Lloh0:
	adrp	x1, l_.str@PAGE
Lloh1:
	add	x1, x1, l_.str@PAGEOFF
	bl	_shader_addline
	ldr	x8, [x20]
Lloh2:
	adrp	x9, l_.str.1@PAGE
Lloh3:
	add	x9, x9, l_.str.1@PAGEOFF
Lloh4:
	adrp	x10, l_.str.2@PAGE
Lloh5:
	add	x10, x10, l_.str.2@PAGEOFF
	cmp	x8, #0
	csel	x1, x10, x9, eq
	mov	x0, x21
	bl	_shader_addline
	str	x19, [sp]
Lloh6:
	adrp	x1, l_.str.3@PAGE
Lloh7:
	add	x1, x1, l_.str.3@PAGEOFF
	mov	x0, x21
	bl	_shader_addline
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #16]             ; 16-byte Folded Reload
	add	sp, sp, #64
	ret
	.loh AdrpAdd	Lloh6, Lloh7
	.loh AdrpAdd	Lloh4, Lloh5
	.loh AdrpAdd	Lloh2, Lloh3
	.loh AdrpAdd	Lloh0, Lloh1
	.cfi_endproc
                                        ; -- End function
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"diffuse += clamp(dot(dir, normal), 0.0, 1.0) * ffp_light[%u].diffuse.xyz * att;\n"

l_.str.1:                               ; @.str.1
	.asciz	"t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"

l_.str.2:                               ; @.str.2
	.asciz	"t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"

l_.str.3:                               ; @.str.3
	.asciz	"if (dot(dir, normal) > 0.0 && t > 0.0) specular += pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n"

	.no_dead_strip	_shader_glsl_ffp_vertex_lighting_footer
.subsections_via_symbols
