#define NULL ((void *)0)
typedef unsigned long size_t; // Customize by platform.
typedef long intptr_t;
typedef unsigned long uintptr_t;
typedef long scalar_t__; // Either arithmetic or pointer type.
/* By default, we understand bool (as a convenience). */
typedef int bool;
#define false 0
#define true 1

/* Forward declarations */

/* Type definitions */

/* Variables and functions */
int /*<<< orphan*/ GL_TRIANGLE_STRIP;
int /*<<< orphan*/ glBegin(int /*<<< orphan*/);
int /*<<< orphan*/ glColor3fv(float *);
int /*<<< orphan*/ glEnd();
int /*<<< orphan*/ glTexCoord2fv(float *);
int /*<<< orphan*/ glVertex3fv(float *);
int test05(int size, int num) {
  int y;
  float v0[3];
  float v1[3];
  float v2[3];
  float v3[3];
  float cv0[3] = {1.0, 0.0, 0.0};
  float cv1[3] = {1.0, 1.0, 0.0};
  float cv2[3] = {1.0, 0.0, 1.0};
  float cv3[3] = {1.0, 1.0, 1.0};
  float tv0[3] = {0.0, 0.0};
  float tv1[3] = {1.0, 0.0};
  float tv2[3] = {0.0, 1.0};
  float tv3[3] = {1.0, 1.0};
  v0[0] = 320 - size / 2;
  v0[1] = 240 - size / 2;
  v0[2] = 0.0;
  v1[0] = 320 + size / 2;
  v1[1] = 240 - size / 2;
  v1[2] = 0.0;
  v2[0] = 320 - size / 2;
  v2[1] = 240 + size / 2;
  v2[2] = 0.0;
  v3[0] = 320 + size / 2;
  v3[1] = 240 + size / 2;
  v3[2] = 0.0;
  glBegin(GL_TRIANGLE_STRIP);
  for (y = 0; y < num; y++) {
    glColor3fv(cv0);
    glTexCoord2fv(tv0);
    glVertex3fv(v0);
    glColor3fv(cv1);
    glTexCoord2fv(tv1);
    glVertex3fv(v1);
    glColor3fv(cv2);
    glTexCoord2fv(tv2);
    glVertex3fv(v2);
    glColor3fv(cv3);
    glTexCoord2fv(tv3);
    glVertex3fv(v3);
  }
  glEnd();
  return 4 * num - 2;
}


x86 assembly (clang, -O0):
<test05>:
push   %rbp
mov    %rsp,%rbp
sub    $0xa0,%rsp
mov    %edi,-0x4(%rbp)
mov    %esi,-0x8(%rbp)
mov    0xe88(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe86(%rip),%eax
mov    %eax,-0x40(%rbp)
mov    0xe80(%rip),%rax
mov    %rax,-0x54(%rbp)
mov    0xe7e(%rip),%eax
mov    %eax,-0x4c(%rbp)
mov    0xe78(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe76(%rip),%eax
mov    %eax,-0x58(%rbp)
mov    0xe70(%rip),%rax
mov    %rax,-0x6c(%rbp)
mov    0xe6e(%rip),%eax
mov    %eax,-0x64(%rbp)
lea    -0x78(%rbp),%rdi
xor    %esi,%esi
mov    $0xc,%edx
call   1040 <memset@plt>
mov    0xe58(%rip),%rax
mov    %rax,-0x84(%rbp)
mov    0xe53(%rip),%eax
mov    %eax,-0x7c(%rbp)
mov    0xe4d(%rip),%rax
mov    %rax,-0x90(%rbp)
mov    0xe48(%rip),%eax
mov    %eax,-0x88(%rbp)
mov    0xe3f(%rip),%rax
mov    %rax,-0x9c(%rbp)
mov    0xe3a(%rip),%eax
mov    %eax,-0x94(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
mov    %eax,%ecx
mov    $0x140,%eax
sub    %ecx,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x18(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
mov    %eax,%ecx
mov    $0xf0,%eax
sub    %ecx,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x14(%rbp)
xorps  %xmm0,%xmm0
movss  %xmm0,-0x10(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
add    $0x140,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x24(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
mov    %eax,%ecx
mov    $0xf0,%eax
sub    %ecx,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x20(%rbp)
xorps  %xmm0,%xmm0
movss  %xmm0,-0x1c(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
mov    %eax,%ecx
mov    $0x140,%eax
sub    %ecx,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x30(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
add    $0xf0,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x2c(%rbp)
xorps  %xmm0,%xmm0
movss  %xmm0,-0x28(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
add    $0x140,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x3c(%rbp)
mov    -0x4(%rbp),%eax
mov    $0x2,%ecx
cltd
idiv   %ecx
add    $0xf0,%eax
cvtsi2ss %eax,%xmm0
movss  %xmm0,-0x38(%rbp)
xorps  %xmm0,%xmm0
movss  %xmm0,-0x34(%rbp)
mov    0x2cdd(%rip),%rax
mov    (%rax),%edi
call   1080 <glBegin@plt>
movl   $0x0,-0xc(%rbp)
mov    -0xc(%rbp),%eax
cmp    -0x8(%rbp),%eax
jge    13b8 <test05+0x258>
lea    -0x48(%rbp),%rdi
call   1030 <glColor3fv@plt>
lea    -0x78(%rbp),%rdi
call   1050 <glTexCoord2fv@plt>
lea    -0x18(%rbp),%rdi
call   1070 <glVertex3fv@plt>
lea    -0x54(%rbp),%rdi
call   1030 <glColor3fv@plt>
lea    -0x84(%rbp),%rdi
call   1050 <glTexCoord2fv@plt>
lea    -0x24(%rbp),%rdi
call   1070 <glVertex3fv@plt>
lea    -0x60(%rbp),%rdi
call   1030 <glColor3fv@plt>
lea    -0x90(%rbp),%rdi
call   1050 <glTexCoord2fv@plt>
lea    -0x30(%rbp),%rdi
call   1070 <glVertex3fv@plt>
lea    -0x6c(%rbp),%rdi
call   1030 <glColor3fv@plt>
lea    -0x9c(%rbp),%rdi
call   1050 <glTexCoord2fv@plt>
lea    -0x3c(%rbp),%rdi
call   1070 <glVertex3fv@plt>
mov    -0xc(%rbp),%eax
add    $0x1,%eax
mov    %eax,-0xc(%rbp)
jmp    1329 <test05+0x1c9>
mov    $0x0,%al
call   1060 <glEnd@plt>
mov    -0x8(%rbp),%eax
shl    $0x2,%eax
sub    $0x2,%eax
add    $0xa0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<test05>:
push   %rbp
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
sub    $0xb8,%rsp
mov    %esi,%ebx
mov    0xeb7(%rip),%eax
mov    %eax,0xb0(%rsp)
mov    0xea1(%rip),%rcx
mov    %rcx,0xa8(%rsp)
mov    0xeb3(%rip),%edx
mov    %edx,0xa0(%rsp)
mov    0xe9d(%rip),%rsi
mov    %rsi,0x98(%rsp)
mov    0xe67(%rip),%ebp
mov    %ebp,0x90(%rsp)
mov    0xe51(%rip),%rbp
mov    %rbp,0x88(%rsp)
mov    0xe57(%rip),%ebp
mov    %ebp,0x80(%rsp)
mov    0xe41(%rip),%rbp
mov    %rbp,0x78(%rsp)
movl   $0x0,0x70(%rsp)
movq   $0x0,0x68(%rsp)
mov    %eax,0x60(%rsp)
mov    %rcx,0x58(%rsp)
mov    0xe3c(%rip),%eax
mov    %eax,0x50(%rsp)
mov    0xe29(%rip),%rax
mov    %rax,0x48(%rsp)
mov    %edx,0x40(%rsp)
mov    %edi,%eax
shr    $0x1f,%eax
add    %edi,%eax
sar    %eax
mov    $0x140,%ecx
sub    %eax,%ecx
cvtsi2ss %ecx,%xmm0
mov    %rsi,0x38(%rsp)
movss  %xmm0,0x2c(%rsp)
mov    $0xf0,%ecx
sub    %eax,%ecx
cvtsi2ss %ecx,%xmm1
movss  %xmm1,0x30(%rsp)
lea    0x140(%rax),%ecx
cvtsi2ss %ecx,%xmm2
movl   $0x0,0x34(%rsp)
movss  %xmm2,0x20(%rsp)
movss  %xmm1,0x24(%rsp)
movl   $0x0,0x28(%rsp)
add    $0xf0,%eax
xorps  %xmm1,%xmm1
cvtsi2ss %eax,%xmm1
movss  %xmm0,0x14(%rsp)
movss  %xmm1,0x18(%rsp)
movl   $0x0,0x1c(%rsp)
movss  %xmm2,0x8(%rsp)
movss  %xmm1,0xc(%rsp)
movl   $0x0,0x10(%rsp)
mov    0x2d63(%rip),%rax
mov    (%rax),%edi
call   1070 <glBegin@plt>
mov    %rbx,%rax
mov    %rbx,(%rsp)
test   %ebx,%ebx
jle    134d <test05+0x1fd>
lea    0x48(%rsp),%r12
lea    0x14(%rsp),%r13
lea    0x78(%rsp),%rbx
lea    0x38(%rsp),%rbp
lea    0x8(%rsp),%r14
mov    (%rsp),%rax
mov    %eax,%r15d
nopl   0x0(%rax,%rax,1)
lea    0xa8(%rsp),%rdi
call   1030 <glColor3fv@plt>
lea    0x68(%rsp),%rdi
call   1040 <glTexCoord2fv@plt>
lea    0x2c(%rsp),%rdi
call   1060 <glVertex3fv@plt>
lea    0x98(%rsp),%rdi
call   1030 <glColor3fv@plt>
lea    0x58(%rsp),%rdi
call   1040 <glTexCoord2fv@plt>
lea    0x20(%rsp),%rdi
call   1060 <glVertex3fv@plt>
lea    0x88(%rsp),%rdi
call   1030 <glColor3fv@plt>
mov    %r12,%rdi
call   1040 <glTexCoord2fv@plt>
mov    %r13,%rdi
call   1060 <glVertex3fv@plt>
mov    %rbx,%rdi
call   1030 <glColor3fv@plt>
mov    %rbp,%rdi
call   1040 <glTexCoord2fv@plt>
mov    %r14,%rdi
call   1060 <glVertex3fv@plt>
add    $0xffffffff,%r15d
jne    12d0 <test05+0x180>
xor    %eax,%eax
call   1050 <glEnd@plt>
mov    (%rsp),%rax
lea    -0x2(,%rax,4),%eax
add    $0xb8,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
pop    %rbp
ret

LLVM IR (-O0):
@__const.test05.cv0 = [3 x float] [float 1.000000e+00, float 0.000000e+00, float 0.000000e+00]
@__const.test05.cv1 = [3 x float] [float 1.000000e+00, float 1.000000e+00, float 0.000000e+00]
@__const.test05.cv2 = [3 x float] [float 1.000000e+00, float 0.000000e+00, float 1.000000e+00]
@__const.test05.cv3 = [3 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@__const.test05.tv1 = [3 x float] [float 1.000000e+00, float 0.000000e+00, float 0.000000e+00]
@__const.test05.tv2 = [3 x float] [float 0.000000e+00, float 1.000000e+00, float 0.000000e+00]
@__const.test05.tv3 = [3 x float] [float 1.000000e+00, float 1.000000e+00, float 0.000000e+00]
@GL_TRIANGLE_STRIP = global i32 0
define i32 @test05(i32 %0, i32 %1) {
%3 = alloca i32
%4 = alloca i32
%5 = alloca i32
%6 = alloca [3 x float]
%7 = alloca [3 x float]
%8 = alloca [3 x float]
%9 = alloca [3 x float]
%10 = alloca [3 x float]
%11 = alloca [3 x float]
%12 = alloca [3 x float]
%13 = alloca [3 x float]
%14 = alloca [3 x float]
%15 = alloca [3 x float]
%16 = alloca [3 x float]
%17 = alloca [3 x float]
store i32 %0, i32* %3
store i32 %1, i32* %4
%18 = bitcast [3 x float]* %10 to i8*
%19 = bitcast [3 x float]* %11 to i8*
%20 = bitcast [3 x float]* %12 to i8*
%21 = bitcast [3 x float]* %13 to i8*
%22 = bitcast [3 x float]* %14 to i8*
%23 = bitcast [3 x float]* %15 to i8*
%24 = bitcast [3 x float]* %16 to i8*
%25 = bitcast [3 x float]* %17 to i8*
%26 = load i32, i32* %3
%27 = sdiv i32 %26, 2
%28 = sub nsw i32 320, %27
%29 = sitofp i32 %28 to float
%30 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 0
store float %29, float* %30
%31 = load i32, i32* %3
%32 = sdiv i32 %31, 2
%33 = sub nsw i32 240, %32
%34 = sitofp i32 %33 to float
%35 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 1
store float %34, float* %35
%36 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 2
store float 0.000000e+00, float* %36
%37 = load i32, i32* %3
%38 = sdiv i32 %37, 2
%39 = add nsw i32 320, %38
%40 = sitofp i32 %39 to float
%41 = getelementptr inbounds [3 x float], [3 x float]* %7, i64 0, i64 0
store float %40, float* %41
%42 = load i32, i32* %3
%43 = sdiv i32 %42, 2
%44 = sub nsw i32 240, %43
%45 = sitofp i32 %44 to float
%46 = getelementptr inbounds [3 x float], [3 x float]* %7, i64 0, i64 1
store float %45, float* %46
%47 = getelementptr inbounds [3 x float], [3 x float]* %7, i64 0, i64 2
store float 0.000000e+00, float* %47
%48 = load i32, i32* %3
%49 = sdiv i32 %48, 2
%50 = sub nsw i32 320, %49
%51 = sitofp i32 %50 to float
%52 = getelementptr inbounds [3 x float], [3 x float]* %8, i64 0, i64 0
store float %51, float* %52
%53 = load i32, i32* %3
%54 = sdiv i32 %53, 2
%55 = add nsw i32 240, %54
%56 = sitofp i32 %55 to float
%57 = getelementptr inbounds [3 x float], [3 x float]* %8, i64 0, i64 1
store float %56, float* %57
%58 = getelementptr inbounds [3 x float], [3 x float]* %8, i64 0, i64 2
store float 0.000000e+00, float* %58
%59 = load i32, i32* %3
%60 = sdiv i32 %59, 2
%61 = add nsw i32 320, %60
%62 = sitofp i32 %61 to float
%63 = getelementptr inbounds [3 x float], [3 x float]* %9, i64 0, i64 0
store float %62, float* %63
%64 = load i32, i32* %3
%65 = sdiv i32 %64, 2
%66 = add nsw i32 240, %65
%67 = sitofp i32 %66 to float
%68 = getelementptr inbounds [3 x float], [3 x float]* %9, i64 0, i64 1
store float %67, float* %68
%69 = getelementptr inbounds [3 x float], [3 x float]* %9, i64 0, i64 2
store float 0.000000e+00, float* %69
%70 = load i32, i32* @GL_TRIANGLE_STRIP
%71 = call i32 @glBegin(i32 %70)
store i32 0, i32* %5
br label %72
72: ; preds = %101, %2
%73 = load i32, i32* %5
%74 = load i32, i32* %4
%75 = icmp slt i32 %73, %74
br i1 %75, label %76, label %104
76: ; preds = %72
%77 = getelementptr inbounds [3 x float], [3 x float]* %10, i64 0, i64 0
%78 = call i32 @glColor3fv(float* %77)
%79 = getelementptr inbounds [3 x float], [3 x float]* %14, i64 0, i64 0
%80 = call i32 @glTexCoord2fv(float* %79)
%81 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 0
%82 = call i32 @glVertex3fv(float* %81)
%83 = getelementptr inbounds [3 x float], [3 x float]* %11, i64 0, i64 0
%84 = call i32 @glColor3fv(float* %83)
%85 = getelementptr inbounds [3 x float], [3 x float]* %15, i64 0, i64 0
%86 = call i32 @glTexCoord2fv(float* %85)
%87 = getelementptr inbounds [3 x float], [3 x float]* %7, i64 0, i64 0
%88 = call i32 @glVertex3fv(float* %87)
%89 = getelementptr inbounds [3 x float], [3 x float]* %12, i64 0, i64 0
%90 = call i32 @glColor3fv(float* %89)
%91 = getelementptr inbounds [3 x float], [3 x float]* %16, i64 0, i64 0
%92 = call i32 @glTexCoord2fv(float* %91)
%93 = getelementptr inbounds [3 x float], [3 x float]* %8, i64 0, i64 0
%94 = call i32 @glVertex3fv(float* %93)
%95 = getelementptr inbounds [3 x float], [3 x float]* %13, i64 0, i64 0
%96 = call i32 @glColor3fv(float* %95)
%97 = getelementptr inbounds [3 x float], [3 x float]* %17, i64 0, i64 0
%98 = call i32 @glTexCoord2fv(float* %97)
%99 = getelementptr inbounds [3 x float], [3 x float]* %9, i64 0, i64 0
%100 = call i32 @glVertex3fv(float* %99)
br label %101
101: ; preds = %76
%102 = load i32, i32* %5
%103 = add nsw i32 %102, 1
store i32 %103, i32* %5
br label %72
104: ; preds = %72
%105 = call i32 (...) @glEnd()
%106 = load i32, i32* %4
%107 = mul nsw i32 4, %106
%108 = sub nsw i32 %107, 2
ret i32 %108
}

LLVM IR (-O2):
@__const.test05.cv2 = [3 x float] [float 1.000000e+00, float 0.000000e+00, float 1.000000e+00]
@__const.test05.cv3 = [3 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@__const.test05.tv1 = [3 x float] [float 1.000000e+00, float 0.000000e+00, float 0.000000e+00]
@__const.test05.tv2 = [3 x float] [float 0.000000e+00, float 1.000000e+00, float 0.000000e+00]
@__const.test05.tv3 = [3 x float] [float 1.000000e+00, float 1.000000e+00, float 0.000000e+00]
@GL_TRIANGLE_STRIP = global i32 0
define i32 @test05(i32 %0, i32 %1) {
%3 = alloca [3 x float]
%4 = alloca [3 x float]
%5 = alloca [3 x float]
%6 = alloca [3 x float]
%7 = alloca [3 x float]
%8 = alloca [3 x float]
%9 = alloca [3 x float]
%10 = alloca [3 x float]
%11 = alloca [3 x float]
%12 = alloca [3 x float]
%13 = alloca [3 x float]
%14 = alloca [3 x float]
%15 = bitcast [3 x float]* %3 to i8*
%16 = bitcast [3 x float]* %4 to i8*
%17 = bitcast [3 x float]* %5 to i8*
%18 = bitcast [3 x float]* %6 to i8*
%19 = bitcast [3 x float]* %7 to i8*
%20 = bitcast [3 x float]* %8 to i8*
%21 = bitcast [3 x float]* %9 to i8*
%22 = bitcast [3 x float]* %10 to i8*
%23 = bitcast [3 x float]* %11 to i8*
%24 = bitcast [3 x float]* %12 to i8*
%25 = bitcast [3 x float]* %13 to i8*
%26 = bitcast [3 x float]* %14 to i8*
%27 = sdiv i32 %0, 2
%28 = sub nsw i32 320, %27
%29 = sitofp i32 %28 to float
%30 = getelementptr inbounds [3 x float], [3 x float]* %3, i64 0, i64 0
store float %29, float* %30
%31 = sub nsw i32 240, %27
%32 = sitofp i32 %31 to float
%33 = getelementptr inbounds [3 x float], [3 x float]* %3, i64 0, i64 1
store float %32, float* %33
%34 = getelementptr inbounds [3 x float], [3 x float]* %3, i64 0, i64 2
store float 0.000000e+00, float* %34
%35 = add nsw i32 %27, 320
%36 = sitofp i32 %35 to float
%37 = getelementptr inbounds [3 x float], [3 x float]* %4, i64 0, i64 0
store float %36, float* %37
%38 = getelementptr inbounds [3 x float], [3 x float]* %4, i64 0, i64 1
store float %32, float* %38
%39 = getelementptr inbounds [3 x float], [3 x float]* %4, i64 0, i64 2
store float 0.000000e+00, float* %39
%40 = getelementptr inbounds [3 x float], [3 x float]* %5, i64 0, i64 0
store float %29, float* %40
%41 = add nsw i32 %27, 240
%42 = sitofp i32 %41 to float
%43 = getelementptr inbounds [3 x float], [3 x float]* %5, i64 0, i64 1
store float %42, float* %43
%44 = getelementptr inbounds [3 x float], [3 x float]* %5, i64 0, i64 2
store float 0.000000e+00, float* %44
%45 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 0
store float %36, float* %45
%46 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 1
store float %42, float* %46
%47 = getelementptr inbounds [3 x float], [3 x float]* %6, i64 0, i64 2
store float 0.000000e+00, float* %47
%48 = load i32, i32* @GL_TRIANGLE_STRIP
%49 = tail call i32 @glBegin(i32 %48)
%50 = icmp sgt i32 %1, 0
br i1 %50, label %51, label %76
51: ; preds = %2
%52 = getelementptr inbounds [3 x float], [3 x float]* %7, i64 0, i64 0
%53 = getelementptr inbounds [3 x float], [3 x float]* %11, i64 0, i64 0
%54 = getelementptr inbounds [3 x float], [3 x float]* %8, i64 0, i64 0
%55 = getelementptr inbounds [3 x float], [3 x float]* %12, i64 0, i64 0
%56 = getelementptr inbounds [3 x float], [3 x float]* %9, i64 0, i64 0
%57 = getelementptr inbounds [3 x float], [3 x float]* %13, i64 0, i64 0
%58 = getelementptr inbounds [3 x float], [3 x float]* %10, i64 0, i64 0
%59 = getelementptr inbounds [3 x float], [3 x float]* %14, i64 0, i64 0
br label %60
60: ; preds = %51, %60
%61 = phi i32 [ 0, %51 ], [ %74, %60 ]
%62 = call i32 @glColor3fv(float* %52)
%63 = call i32 @glTexCoord2fv(float* %53)
%64 = call i32 @glVertex3fv(float* %30)
%65 = call i32 @glColor3fv(float* %54)
%66 = call i32 @glTexCoord2fv(float* %55)
%67 = call i32 @glVertex3fv(float* %37)
%68 = call i32 @glColor3fv(float* %56)
%69 = call i32 @glTexCoord2fv(float* %57)
%70 = call i32 @glVertex3fv(float* %40)
%71 = call i32 @glColor3fv(float* %58)
%72 = call i32 @glTexCoord2fv(float* %59)
%73 = call i32 @glVertex3fv(float* %45)
%74 = add nuw nsw i32 %61, 1
%75 = icmp eq i32 %74, %1
br i1 %75, label %76, label %60
76: ; preds = %60, %2
%77 = call i32 (...) @glEnd()
%78 = shl nsw i32 %1, 2
%79 = add nsw i32 %78, -2
ret i32 %79
}