	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_expp
_shader_glsl_expp:                      ## @shader_glsl_expp
	.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
	subq	$16, %rsp
	.cfi_offset %rbx, -32
	.cfi_offset %r14, -24
	movq	%rdi, %rbx
	movq	(%rdi), %rax
	movq	8(%rax), %rax
	cmpl	$1, (%rax)
	jg	LBB0_2
## %bb.1:
	movq	16(%rbx), %rsi
	movq	_WINED3DSP_WRITEMASK_3@GOTPCREL(%rip), %rax
	movl	(%rax), %edx
	leaq	-24(%rbp), %rcx
	movq	%rbx, %rdi
	callq	_shader_glsl_add_src_param
	movq	(%rbx), %rax
	movl	(%rax), %edi
	movq	-24(%rbp), %rdx
	leaq	L_.str(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	(%rbx), %rax
	movl	(%rax), %edi
	movq	-24(%rbp), %rcx
	leaq	L_.str.1(%rip), %rsi
	movq	%rcx, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	movq	(%rbx), %rax
	movl	(%rax), %edi
	movq	-24(%rbp), %rdx
	leaq	L_.str.2(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	(%rbx), %rax
	movl	(%rax), %edi
	leaq	L_.str.3(%rip), %rsi
	xorl	%eax, %eax
	callq	_shader_addline
	movq	(%rbx), %rax
	movl	(%rax), %edi
	movq	%rbx, %rsi
	callq	_shader_glsl_append_dst
	movq	8(%rbx), %rdi
	leaq	-30(%rbp), %r14
	movq	%r14, %rsi
	callq	_shader_glsl_get_write_mask
	movq	(%rbx), %rax
	movl	(%rax), %edi
	leaq	L_.str.4(%rip), %rsi
	movq	%r14, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	addq	$16, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	retq
LBB0_2:
	movq	%rbx, %rdi
	addq	$16, %rsp
	popq	%rbx
	popq	%r14
	popq	%rbp
	jmp	_shader_glsl_scalar_op          ## TAILCALL
	.cfi_endproc
                                        ## -- End function
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ## @WINED3DSP_WRITEMASK_3
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.asciz	"tmp0.x = exp2(floor(%s));\n"

L_.str.1:                               ## @.str.1
	.asciz	"tmp0.y = %s - floor(%s);\n"

L_.str.2:                               ## @.str.2
	.asciz	"tmp0.z = exp2(%s);\n"

L_.str.3:                               ## @.str.3
	.asciz	"tmp0.w = 1.0;\n"

L_.str.4:                               ## @.str.4
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_expp
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_expp
_shader_glsl_expp:                      ; @shader_glsl_expp
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #64
	.cfi_def_cfa_offset 64
	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
	mov	x19, x0
	ldr	x8, [x0]
	ldr	x8, [x8, #8]
	ldr	w8, [x8]
	cmp	w8, #1
	b.gt	LBB0_2
; %bb.1:
	ldr	x1, [x19, #16]
Lloh0:
	adrp	x8, _WINED3DSP_WRITEMASK_3@GOTPAGE
Lloh1:
	ldr	x8, [x8, _WINED3DSP_WRITEMASK_3@GOTPAGEOFF]
Lloh2:
	ldr	w2, [x8]
	add	x3, sp, #24
	mov	x0, x19
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19]
	ldr	w0, [x8]
	ldr	x8, [sp, #24]
	str	x8, [sp]
Lloh3:
	adrp	x1, l_.str@PAGE
Lloh4:
	add	x1, x1, l_.str@PAGEOFF
	bl	_shader_addline
	ldr	x8, [x19]
	ldr	w0, [x8]
	ldr	x8, [sp, #24]
	stp	x8, x8, [sp]
Lloh5:
	adrp	x1, l_.str.1@PAGE
Lloh6:
	add	x1, x1, l_.str.1@PAGEOFF
	bl	_shader_addline
	ldr	x8, [x19]
	ldr	w0, [x8]
	ldr	x8, [sp, #24]
	str	x8, [sp]
Lloh7:
	adrp	x1, l_.str.2@PAGE
Lloh8:
	add	x1, x1, l_.str.2@PAGEOFF
	bl	_shader_addline
	ldr	x8, [x19]
	ldr	w0, [x8]
Lloh9:
	adrp	x1, l_.str.3@PAGE
Lloh10:
	add	x1, x1, l_.str.3@PAGEOFF
	bl	_shader_addline
	ldr	x8, [x19]
	ldr	w0, [x8]
	mov	x1, x19
	bl	_shader_glsl_append_dst
	ldr	x0, [x19, #8]
	add	x20, sp, #18
	add	x1, sp, #18
	bl	_shader_glsl_get_write_mask
	ldr	x8, [x19]
	ldr	w0, [x8]
	str	x20, [sp]
Lloh11:
	adrp	x1, l_.str.4@PAGE
Lloh12:
	add	x1, x1, l_.str.4@PAGEOFF
	bl	_shader_addline
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #64
	ret
LBB0_2:
	mov	x0, x19
	ldp	x29, x30, [sp, #48]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #32]             ; 16-byte Folded Reload
	add	sp, sp, #64
	b	_shader_glsl_scalar_op
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.cfi_endproc
                                        ; -- End function
	.comm	_WINED3DSP_WRITEMASK_3,4,2      ; @WINED3DSP_WRITEMASK_3
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.asciz	"tmp0.x = exp2(floor(%s));\n"

l_.str.1:                               ; @.str.1
	.asciz	"tmp0.y = %s - floor(%s);\n"

l_.str.2:                               ; @.str.2
	.asciz	"tmp0.z = exp2(%s);\n"

l_.str.3:                               ; @.str.3
	.asciz	"tmp0.w = 1.0;\n"

l_.str.4:                               ; @.str.4
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_expp
.subsections_via_symbols
