	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	4, 0x90                         ## -- Begin function shader_glsl_conditional_move
_shader_glsl_conditional_move:          ## @shader_glsl_conditional_move
	.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	$120, %rsp
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	%rdi, %r14
	movq	_FALSE@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	%rax, -96(%rbp)                 ## 8-byte Spill
	movl	(%rdi), %esi
	leal	-128(%rsi), %eax
	cmpl	$3, %eax
	jae	LBB0_1
## %bb.2:
	cltq
	leaq	l_reltable.shader_glsl_conditional_move(%rip), %rcx
	movslq	(%rcx,%rax,4), %rdx
	addq	%rcx, %rdx
	movq	%rdx, -88(%rbp)                 ## 8-byte Spill
	leaq	l_reltable.shader_glsl_conditional_move.12(%rip), %rcx
	movslq	(%rcx,%rax,4), %rax
	addq	%rcx, %rax
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	jmp	LBB0_3
LBB0_1:
	leaq	L_.str.5(%rip), %rdi
                                        ## kill: def $esi killed $esi killed $rsi
	callq	_FIXME
	leaq	L_.str.7(%rip), %rax
	movq	%rax, -80(%rbp)                 ## 8-byte Spill
	leaq	L_.str.6(%rip), %rax
	movq	%rax, -88(%rbp)                 ## 8-byte Spill
LBB0_3:
	movq	16(%r14), %rdi
	addq	$8, %rdi
	callq	_shader_is_scalar
	testq	%rax, %rax
	jne	LBB0_5
## %bb.4:
	movq	24(%r14), %rdi
	addq	$8, %rdi
	callq	_shader_is_scalar
	testq	%rax, %rax
	je	LBB0_7
LBB0_5:
	movq	8(%r14), %rax
	movl	(%rax), %edi
	movq	%r14, %rsi
	callq	_shader_glsl_append_dst
	movl	%eax, %r12d
	movq	24(%r14), %rsi
	leaq	-64(%rbp), %rcx
	movq	%r14, %rdi
	movl	%eax, %edx
	callq	_shader_glsl_add_src_param
	movq	24(%r14), %rsi
	addq	$32, %rsi
	leaq	-56(%rbp), %rcx
	movq	%r14, %rdi
	movl	%r12d, %edx
	callq	_shader_glsl_add_src_param
	movq	24(%r14), %rsi
	addq	$64, %rsi
	leaq	-48(%rbp), %rcx
	movq	%r14, %rdi
	movl	%r12d, %edx
	callq	_shader_glsl_add_src_param
	movq	8(%r14), %rax
	movl	(%rax), %edi
	movl	-64(%rbp), %ecx
	movl	-56(%rbp), %r9d
	movl	-48(%rbp), %eax
	movl	%eax, (%rsp)
	leaq	L_.str.8(%rip), %rsi
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	-80(%rbp), %r8                  ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
LBB0_6:
	addq	$120, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
LBB0_7:
	movq	16(%r14), %rax
	movups	(%rax), %xmm0
	movups	16(%rax), %xmm1
	movaps	%xmm1, -128(%rbp)
	movaps	%xmm0, -144(%rbp)
	movq	24(%r14), %rax
	movq	24(%rax), %rdx
	movq	-120(%rbp), %rcx
	movq	(%rcx), %rcx
	cmpq	%rcx, (%rdx)
	jne	LBB0_9
## %bb.8:
	movq	8(%rax), %rdx
	cmpq	-136(%rbp), %rdx
	je	LBB0_13
LBB0_9:
	movq	56(%rax), %rdx
	cmpq	%rcx, (%rdx)
	jne	LBB0_11
## %bb.10:
	movq	40(%rax), %rdx
	cmpq	-136(%rbp), %rdx
	je	LBB0_13
LBB0_11:
	movq	88(%rax), %rdx
	cmpq	%rcx, (%rdx)
	jne	LBB0_14
## %bb.12:
	movq	72(%rax), %rcx
	cmpq	-136(%rbp), %rcx
	jne	LBB0_14
LBB0_13:
	movq	_TRUE@GOTPCREL(%rip), %rcx
	movq	(%rcx), %rcx
	movq	%rcx, -96(%rbp)                 ## 8-byte Spill
LBB0_14:
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %r12
	xorl	%r15d, %r15d
	movl	$0, -44(%rbp)                   ## 4-byte Folded Spill
	jmp	LBB0_15
	.p2align	4, 0x90
LBB0_26:                                ##   in Loop: Header=BB0_15 Depth=1
	incl	%r15d
	cmpl	$4, %r15d
	je	LBB0_24
LBB0_27:                                ##   in Loop: Header=BB0_15 Depth=1
	movq	24(%r14), %rax
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %r12
LBB0_15:                                ## =>This Inner Loop Header: Depth=1
	movl	%r15d, -68(%rbp)                ## 4-byte Spill
	movl	(%rax), %edi
	xorl	%esi, %esi
	callq	_shader_glsl_swizzle_get_component
	cmpl	%r15d, %eax
	movl	(%r12), %r13d
	movl	-44(%rbp), %r15d                ## 4-byte Reload
	cmovel	%r13d, %r15d
	movl	$0, %eax
	cmovnel	%eax, %r13d
	movq	24(%r14), %rax
	movl	(%rax), %edi
	movl	$1, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	(%r12), %ebx
	addl	%ebx, %ebx
	cmpl	-68(%rbp), %eax                 ## 4-byte Folded Reload
	cmovel	%ebx, %r15d
	movl	$0, %eax
	cmovnel	%eax, %ebx
	orl	%r13d, %ebx
	movq	24(%r14), %rax
	movl	(%rax), %edi
	movl	$2, %esi
	callq	_shader_glsl_swizzle_get_component
	movl	(%r12), %r13d
	shll	$2, %r13d
	cmpl	-68(%rbp), %eax                 ## 4-byte Folded Reload
	cmovel	%r13d, %r15d
	movl	%r15d, -44(%rbp)                ## 4-byte Spill
	movl	-68(%rbp), %r15d                ## 4-byte Reload
	movl	$0, %eax
	cmovnel	%eax, %r13d
	movq	24(%r14), %rax
	movl	(%rax), %edi
	movl	$3, %esi
	callq	_shader_glsl_swizzle_get_component
	cmpl	%r15d, %eax
	je	LBB0_16
## %bb.17:                              ##   in Loop: Header=BB0_15 Depth=1
	xorl	%eax, %eax
	jmp	LBB0_18
	.p2align	4, 0x90
LBB0_16:                                ##   in Loop: Header=BB0_15 Depth=1
	movq	_WINED3DSP_WRITEMASK_0@GOTPCREL(%rip), %rax
	movl	(%rax), %eax
	shll	$3, %eax
	movl	%eax, -44(%rbp)                 ## 4-byte Spill
LBB0_18:                                ##   in Loop: Header=BB0_15 Depth=1
	orl	%eax, %r13d
	orl	%r13d, %ebx
	movq	16(%r14), %rax
	andl	(%rax), %ebx
	movl	%ebx, -144(%rbp)
	cmpq	$0, -96(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_21
## %bb.19:                              ##   in Loop: Header=BB0_15 Depth=1
	leaq	-144(%rbp), %rdi
	leaq	-102(%rbp), %rbx
	movq	%rbx, %rsi
	callq	_shader_glsl_get_write_mask
	testl	%eax, %eax
	je	LBB0_26
## %bb.20:                              ##   in Loop: Header=BB0_15 Depth=1
	movl	%eax, %r13d
	movq	8(%r14), %rax
	movl	(%rax), %edi
	leaq	L_.str.9(%rip), %rsi
	movq	%rbx, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_22
	.p2align	4, 0x90
LBB0_21:                                ##   in Loop: Header=BB0_15 Depth=1
	movq	8(%r14), %rax
	movl	(%rax), %edi
	movl	-128(%rbp), %ecx
	movq	%r14, %rsi
	leaq	-144(%rbp), %rdx
	callq	_shader_glsl_append_dst_ext
	movl	%eax, %r13d
	testl	%eax, %eax
	je	LBB0_25
LBB0_22:                                ##   in Loop: Header=BB0_15 Depth=1
	movq	24(%r14), %rsi
	movq	%r14, %rdi
	movl	-44(%rbp), %edx                 ## 4-byte Reload
	leaq	-64(%rbp), %rcx
	callq	_shader_glsl_add_src_param
	movq	24(%r14), %rsi
	addq	$32, %rsi
	movq	%r14, %rdi
	movl	%r13d, %edx
	leaq	-56(%rbp), %rcx
	callq	_shader_glsl_add_src_param
	movq	24(%r14), %rsi
	addq	$64, %rsi
	movq	%r14, %rdi
	movl	%r13d, %edx
	leaq	-48(%rbp), %rcx
	callq	_shader_glsl_add_src_param
	movq	8(%r14), %rax
	movl	(%rax), %edi
	movl	-64(%rbp), %ecx
	movl	-56(%rbp), %r9d
	movl	-48(%rbp), %eax
	movl	%eax, (%rsp)
	leaq	L_.str.8(%rip), %rsi
	movq	-88(%rbp), %rdx                 ## 8-byte Reload
	movq	-80(%rbp), %r8                  ## 8-byte Reload
	xorl	%eax, %eax
	callq	_shader_addline
	incl	%r15d
	cmpl	$4, %r15d
	jne	LBB0_27
	jmp	LBB0_23
LBB0_25:                                ##   in Loop: Header=BB0_15 Depth=1
	incl	%r15d
	cmpl	$4, %r15d
	jne	LBB0_27
	jmp	LBB0_6
LBB0_23:
	cmpq	$0, -96(%rbp)                   ## 8-byte Folded Reload
	je	LBB0_6
LBB0_24:
	movq	16(%r14), %rdi
	leaq	-102(%rbp), %rbx
	movq	%rbx, %rsi
	callq	_shader_glsl_get_write_mask
	movq	8(%r14), %rax
	movl	(%rax), %edi
	movq	%r14, %rsi
	callq	_shader_glsl_append_dst
	movq	8(%r14), %rax
	movl	(%rax), %edi
	leaq	L_.str.10(%rip), %rsi
	movq	%rbx, %rdx
	xorl	%eax, %eax
	callq	_shader_addline
	jmp	LBB0_6
	.cfi_endproc
                                        ## -- End function
	.comm	_FALSE,8,3                      ## @FALSE
	.section	__TEXT,__cstring,cstring_literals
L_.str:                                 ## @.str
	.space	1

L_.str.1:                               ## @.str.1
	.asciz	" >= 0.0"

L_.str.2:                               ## @.str.2
	.asciz	" > 0.5"

L_.str.3:                               ## @.str.3
	.asciz	"bool("

L_.str.4:                               ## @.str.4
	.asciz	")"

L_.str.5:                               ## @.str.5
	.asciz	"Unhandled instruction %#x.\n"

L_.str.6:                               ## @.str.6
	.asciz	"<unhandled prefix>"

L_.str.7:                               ## @.str.7
	.asciz	"<unhandled suffix>"

L_.str.8:                               ## @.str.8
	.asciz	"%s%s%s ? %s : %s);\n"

	.comm	_TRUE,8,3                       ## @TRUE
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ## @WINED3DSP_WRITEMASK_0
L_.str.9:                               ## @.str.9
	.asciz	"tmp0%s = ("

L_.str.10:                              ## @.str.10
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_conditional_move
	.section	__TEXT,__const
	.p2align	2                               ## @reltable.shader_glsl_conditional_move
l_reltable.shader_glsl_conditional_move:
	.long	L_.str.3-l_reltable.shader_glsl_conditional_move
	.long	L_.str-l_reltable.shader_glsl_conditional_move
	.long	L_.str-l_reltable.shader_glsl_conditional_move

	.p2align	2                               ## @reltable.shader_glsl_conditional_move.12
l_reltable.shader_glsl_conditional_move.12:
	.long	L_.str.4-l_reltable.shader_glsl_conditional_move.12
	.long	L_.str.2-l_reltable.shader_glsl_conditional_move.12
	.long	L_.str.1-l_reltable.shader_glsl_conditional_move.12

.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.p2align	2                               ; -- Begin function shader_glsl_conditional_move
_shader_glsl_conditional_move:          ; @shader_glsl_conditional_move
	.cfi_startproc
; %bb.0:
	sub	sp, sp, #192
	.cfi_def_cfa_offset 192
	stp	x28, x27, [sp, #96]             ; 16-byte Folded Spill
	stp	x26, x25, [sp, #112]            ; 16-byte Folded Spill
	stp	x24, x23, [sp, #128]            ; 16-byte Folded Spill
	stp	x22, x21, [sp, #144]            ; 16-byte Folded Spill
	stp	x20, x19, [sp, #160]            ; 16-byte Folded Spill
	stp	x29, x30, [sp, #176]            ; 16-byte Folded Spill
	add	x29, sp, #176
	.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
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
	mov	x19, x0
Lloh0:
	adrp	x8, _FALSE@GOTPAGE
Lloh1:
	ldr	x8, [x8, _FALSE@GOTPAGEOFF]
Lloh2:
	ldr	x26, [x8]
	ldr	w1, [x0]
	sub	w8, w1, #128
	cmp	w8, #3
	b.hs	LBB0_2
; %bb.1:
	sbfiz	x8, x8, #3, #32
Lloh3:
	adrp	x9, l_switch.table.shader_glsl_conditional_move@PAGE
Lloh4:
	add	x9, x9, l_switch.table.shader_glsl_conditional_move@PAGEOFF
	ldr	x20, [x9, x8]
Lloh5:
	adrp	x9, l_switch.table.shader_glsl_conditional_move.11@PAGE
Lloh6:
	add	x9, x9, l_switch.table.shader_glsl_conditional_move.11@PAGEOFF
	ldr	x25, [x9, x8]
	b	LBB0_3
LBB0_2:
Lloh7:
	adrp	x0, l_.str.5@PAGE
Lloh8:
	add	x0, x0, l_.str.5@PAGEOFF
	bl	_FIXME
Lloh9:
	adrp	x25, l_.str.7@PAGE
Lloh10:
	add	x25, x25, l_.str.7@PAGEOFF
Lloh11:
	adrp	x20, l_.str.6@PAGE
Lloh12:
	add	x20, x20, l_.str.6@PAGEOFF
LBB0_3:
	ldr	x8, [x19, #16]
	add	x0, x8, #8
	bl	_shader_is_scalar
	cbnz	x0, LBB0_5
; %bb.4:
	ldr	x8, [x19, #24]
	add	x0, x8, #8
	bl	_shader_is_scalar
	cbz	x0, LBB0_8
LBB0_5:
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	mov	x1, x19
	bl	_shader_glsl_append_dst
	mov	x21, x0
	ldr	x1, [x19, #24]
	add	x3, sp, #56
	mov	x0, x19
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #24]
	add	x1, x8, #32
	add	x3, sp, #48
	mov	x0, x19
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #24]
	add	x1, x8, #64
	add	x3, sp, #40
	mov	x0, x19
	mov	x2, x21
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w8, [sp, #56]
	ldr	w9, [sp, #48]
	ldr	w10, [sp, #40]
	stp	x9, x10, [sp, #16]
	stp	x8, x25, [sp]
Lloh13:
	adrp	x1, l_.str.8@PAGE
Lloh14:
	add	x1, x1, l_.str.8@PAGEOFF
	mov	x2, x20
LBB0_6:
	bl	_shader_addline
LBB0_7:
	ldp	x29, x30, [sp, #176]            ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #160]            ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #144]            ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #128]            ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #112]            ; 16-byte Folded Reload
	ldp	x28, x27, [sp, #96]             ; 16-byte Folded Reload
	add	sp, sp, #192
	ret
LBB0_8:
	ldp	x9, x8, [x19, #16]
	ldp	q0, q1, [x9]
	stp	q0, q1, [sp, #64]
	ldr	x9, [x8, #24]
	ldr	x10, [x9]
	ldr	x9, [sp, #88]
	ldr	x9, [x9]
	cmp	x10, x9
	b.ne	LBB0_10
; %bb.9:
	ldr	x10, [x8, #8]
	ldr	x11, [sp, #72]
	cmp	x10, x11
	b.eq	LBB0_14
LBB0_10:
	ldr	x10, [x8, #56]
	ldr	x10, [x10]
	cmp	x10, x9
	b.ne	LBB0_12
; %bb.11:
	ldr	x10, [x8, #40]
	ldr	x11, [sp, #72]
	cmp	x10, x11
	b.eq	LBB0_14
LBB0_12:
	ldr	x10, [x8, #88]
	ldr	x10, [x10]
	cmp	x10, x9
	b.ne	LBB0_15
; %bb.13:
	ldr	x9, [x8, #72]
	ldr	x10, [sp, #72]
	cmp	x9, x10
	b.ne	LBB0_15
LBB0_14:
Lloh15:
	adrp	x9, _TRUE@GOTPAGE
Lloh16:
	ldr	x9, [x9, _TRUE@GOTPAGEOFF]
Lloh17:
	ldr	x26, [x9]
LBB0_15:
	mov	w27, #0
	mov	w23, #0
Lloh18:
	adrp	x28, _WINED3DSP_WRITEMASK_0@GOTPAGE
Lloh19:
	ldr	x28, [x28, _WINED3DSP_WRITEMASK_0@GOTPAGEOFF]
Lloh20:
	adrp	x21, l_.str.8@PAGE
Lloh21:
	add	x21, x21, l_.str.8@PAGEOFF
Lloh22:
	adrp	x22, l_.str.9@PAGE
Lloh23:
	add	x22, x22, l_.str.9@PAGEOFF
	b	LBB0_18
LBB0_16:                                ;   in Loop: Header=BB0_18 Depth=1
	add	w27, w27, #1
	cmp	w27, #4
	b.eq	LBB0_25
LBB0_17:                                ;   in Loop: Header=BB0_18 Depth=1
	ldr	x8, [x19, #24]
LBB0_18:                                ; =>This Inner Loop Header: Depth=1
	ldr	w0, [x8]
	mov	w1, #0
	bl	_shader_glsl_swizzle_get_component
	ldr	w8, [x28]
	cmp	w0, w27
	csel	w23, w8, w23, eq
	csel	w24, w8, wzr, eq
	ldr	x8, [x19, #24]
	ldr	w0, [x8]
	mov	w1, #1
	bl	_shader_glsl_swizzle_get_component
	ldr	w8, [x28]
	lsl	w8, w8, #1
	cmp	w0, w27
	csel	w23, w8, w23, eq
	csel	w8, w8, wzr, eq
	orr	w24, w8, w24
	ldr	x8, [x19, #24]
	ldr	w0, [x8]
	mov	w1, #2
	bl	_shader_glsl_swizzle_get_component
	ldr	w8, [x28]
	lsl	w8, w8, #2
	cmp	w0, w27
	csel	w23, w8, w23, eq
	csel	w8, w8, wzr, eq
	orr	w24, w8, w24
	ldr	x8, [x19, #24]
	ldr	w0, [x8]
	mov	w1, #3
	bl	_shader_glsl_swizzle_get_component
	ldr	w8, [x28]
	lsl	w8, w8, #3
	cmp	w0, w27
	csel	w23, w8, w23, eq
	csel	w8, w8, wzr, eq
	orr	w8, w8, w24
	ldr	x9, [x19, #16]
	ldr	w9, [x9]
	and	w8, w9, w8
	str	w8, [sp, #64]
	cbz	x26, LBB0_21
; %bb.19:                               ;   in Loop: Header=BB0_18 Depth=1
	add	x0, sp, #64
	add	x1, sp, #34
	bl	_shader_glsl_get_write_mask
	cbz	w0, LBB0_16
; %bb.20:                               ;   in Loop: Header=BB0_18 Depth=1
	mov	x24, x0
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	add	x2, sp, #34
	mov	x1, x22
	bl	_shader_addline
	b	LBB0_22
LBB0_21:                                ;   in Loop: Header=BB0_18 Depth=1
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w3, [sp, #80]
	add	x2, sp, #64
	mov	x1, x19
	bl	_shader_glsl_append_dst_ext
	mov	x24, x0
	cbz	w0, LBB0_23
LBB0_22:                                ;   in Loop: Header=BB0_18 Depth=1
	ldr	x1, [x19, #24]
	add	x3, sp, #56
	mov	x0, x19
	mov	x2, x23
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #24]
	add	x1, x8, #32
	add	x3, sp, #48
	mov	x0, x19
	mov	x2, x24
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #24]
	add	x1, x8, #64
	add	x3, sp, #40
	mov	x0, x19
	mov	x2, x24
	bl	_shader_glsl_add_src_param
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	ldr	w8, [sp, #56]
	ldr	w9, [sp, #48]
	ldr	w10, [sp, #40]
	stp	x9, x10, [sp, #16]
	stp	x8, x25, [sp]
	mov	x1, x21
	mov	x2, x20
	bl	_shader_addline
	add	w27, w27, #1
	cmp	w27, #4
	b.ne	LBB0_17
	b	LBB0_24
LBB0_23:                                ;   in Loop: Header=BB0_18 Depth=1
	add	w27, w27, #1
	cmp	w27, #4
	b.ne	LBB0_17
	b	LBB0_7
LBB0_24:
	cbz	x26, LBB0_7
LBB0_25:
	ldr	x0, [x19, #16]
	add	x1, sp, #34
	bl	_shader_glsl_get_write_mask
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
	mov	x1, x19
	bl	_shader_glsl_append_dst
	ldr	x8, [x19, #8]
	ldr	w0, [x8]
Lloh24:
	adrp	x1, l_.str.10@PAGE
Lloh25:
	add	x1, x1, l_.str.10@PAGEOFF
	add	x2, sp, #34
	b	LBB0_6
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh2
	.loh AdrpAdd	Lloh5, Lloh6
	.loh AdrpAdd	Lloh3, Lloh4
	.loh AdrpAdd	Lloh11, Lloh12
	.loh AdrpAdd	Lloh9, Lloh10
	.loh AdrpAdd	Lloh7, Lloh8
	.loh AdrpAdd	Lloh13, Lloh14
	.loh AdrpLdrGotLdr	Lloh15, Lloh16, Lloh17
	.loh AdrpAdd	Lloh22, Lloh23
	.loh AdrpAdd	Lloh20, Lloh21
	.loh AdrpLdrGot	Lloh18, Lloh19
	.loh AdrpAdd	Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_FALSE,8,3                      ; @FALSE
	.section	__TEXT,__cstring,cstring_literals
l_.str:                                 ; @.str
	.space	1

l_.str.1:                               ; @.str.1
	.asciz	" >= 0.0"

l_.str.2:                               ; @.str.2
	.asciz	" > 0.5"

l_.str.3:                               ; @.str.3
	.asciz	"bool("

l_.str.4:                               ; @.str.4
	.asciz	")"

l_.str.5:                               ; @.str.5
	.asciz	"Unhandled instruction %#x.\n"

l_.str.6:                               ; @.str.6
	.asciz	"<unhandled prefix>"

l_.str.7:                               ; @.str.7
	.asciz	"<unhandled suffix>"

l_.str.8:                               ; @.str.8
	.asciz	"%s%s%s ? %s : %s);\n"

	.comm	_TRUE,8,3                       ; @TRUE
	.comm	_WINED3DSP_WRITEMASK_0,4,2      ; @WINED3DSP_WRITEMASK_0
l_.str.9:                               ; @.str.9
	.asciz	"tmp0%s = ("

l_.str.10:                              ; @.str.10
	.asciz	"tmp0%s);\n"

	.no_dead_strip	_shader_glsl_conditional_move
	.section	__DATA,__const
	.p2align	3                               ; @switch.table.shader_glsl_conditional_move
l_switch.table.shader_glsl_conditional_move:
	.quad	l_.str.3
	.quad	l_.str
	.quad	l_.str

	.p2align	3                               ; @switch.table.shader_glsl_conditional_move.11
l_switch.table.shader_glsl_conditional_move.11:
	.quad	l_.str.4
	.quad	l_.str.2
	.quad	l_.str.1

.subsections_via_symbols
