#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 */
typedef double GLfloat;

/* Variables and functions */
int /*<<< orphan*/ GL_AMBIENT;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FLAT;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
void myinit(void) {
  GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
  glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
  glLightfv(GL_LIGHT0, GL_POSITION, light_position);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
  glShadeModel(GL_FLAT);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x80,%rsp
mov    0xeae(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xeab(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xea8(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xea5(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xea2(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe9f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe9c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe99(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe76(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe73(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe70(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe6d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe6a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe67(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe64(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe61(%rip),%rax
mov    %rax,-0x68(%rbp)
mov    0x2dce(%rip),%rax
mov    (%rax),%edi
mov    0x2de5(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2db3(%rip),%rax
mov    (%rax),%edi
mov    0x2d8a(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d98(%rip),%rax
mov    (%rax),%edi
mov    0x2da7(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d7d(%rip),%rax
mov    (%rax),%edi
mov    0x2d64(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d4a(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2d54(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2d0e(%rip),%rax
mov    (%rax),%edi
call   1050 <glDepthFunc@plt>
mov    0x2d10(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2d32(%rip),%rax
mov    (%rax),%edi
call   1060 <glShadeModel@plt>
add    $0x80,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbx
sub    $0x80,%rsp
movaps 0xec1(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xea5(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xec9(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xead(%rip),%xmm1
movaps %xmm1,0x40(%rsp)
movaps %xmm0,0x30(%rsp)
movaps %xmm1,0x20(%rsp)
movaps 0xec7(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movaps 0xeab(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x2e30(%rip),%rbx
mov    (%rbx),%edi
mov    0x2e47(%rip),%rax
mov    (%rax),%esi
lea    0x60(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2df2(%rip),%rax
mov    (%rax),%esi
lea    0x40(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2e15(%rip),%rax
mov    (%rax),%esi
lea    0x20(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2dd8(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1030 <glLightfv@plt>
mov    0x2dbf(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    (%rbx),%edi
call   1040 <glEnable@plt>
mov    0x2d8a(%rip),%rax
mov    (%rax),%edi
call   1050 <glDepthFunc@plt>
mov    0x2d8c(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2dae(%rip),%rax
mov    (%rax),%edi
call   1060 <glShadeModel@plt>
add    $0x80,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@__const.myinit.light_ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.light_diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.light_position = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_FLAT = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = bitcast [4 x double]* %1 to i8*
%6 = bitcast [4 x double]* %2 to i8*
%7 = bitcast [4 x double]* %3 to i8*
%8 = bitcast [4 x double]* %4 to i8*
%9 = load i32, i32* @GL_LIGHT0
%10 = load i32, i32* @GL_AMBIENT
%11 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%12 = call i32 @glLightfv(i32 %9, i32 %10, double* %11)
%13 = load i32, i32* @GL_LIGHT0
%14 = load i32, i32* @GL_DIFFUSE
%15 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%16 = call i32 @glLightfv(i32 %13, i32 %14, double* %15)
%17 = load i32, i32* @GL_LIGHT0
%18 = load i32, i32* @GL_SPECULAR
%19 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%20 = call i32 @glLightfv(i32 %17, i32 %18, double* %19)
%21 = load i32, i32* @GL_LIGHT0
%22 = load i32, i32* @GL_POSITION
%23 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%24 = call i32 @glLightfv(i32 %21, i32 %22, double* %23)
%25 = load i32, i32* @GL_LIGHTING
%26 = call i32 @glEnable(i32 %25)
%27 = load i32, i32* @GL_LIGHT0
%28 = call i32 @glEnable(i32 %27)
%29 = load i32, i32* @GL_LESS
%30 = call i32 @glDepthFunc(i32 %29)
%31 = load i32, i32* @GL_DEPTH_TEST
%32 = call i32 @glEnable(i32 %31)
%33 = load i32, i32* @GL_FLAT
%34 = call i32 @glShadeModel(i32 %33)
ret void
}

LLVM IR (-O2):
@__const.myinit.light_ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.light_position = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_FLAT = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = bitcast [4 x double]* %1 to i8*
%6 = bitcast [4 x double]* %2 to i8*
%7 = bitcast [4 x double]* %3 to i8*
%8 = bitcast [4 x double]* %4 to i8*
%9 = load i32, i32* @GL_LIGHT0
%10 = load i32, i32* @GL_AMBIENT
%11 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%12 = call i32 @glLightfv(i32 %9, i32 %10, double* %11)
%13 = load i32, i32* @GL_LIGHT0
%14 = load i32, i32* @GL_DIFFUSE
%15 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%16 = call i32 @glLightfv(i32 %13, i32 %14, double* %15)
%17 = load i32, i32* @GL_LIGHT0
%18 = load i32, i32* @GL_SPECULAR
%19 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%20 = call i32 @glLightfv(i32 %17, i32 %18, double* %19)
%21 = load i32, i32* @GL_LIGHT0
%22 = load i32, i32* @GL_POSITION
%23 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%24 = call i32 @glLightfv(i32 %21, i32 %22, double* %23)
%25 = load i32, i32* @GL_LIGHTING
%26 = call i32 @glEnable(i32 %25)
%27 = load i32, i32* @GL_LIGHT0
%28 = call i32 @glEnable(i32 %27)
%29 = load i32, i32* @GL_LESS
%30 = call i32 @glDepthFunc(i32 %29)
%31 = load i32, i32* @GL_DEPTH_TEST
%32 = call i32 @glEnable(i32 %31)
%33 = load i32, i32* @GL_FLAT
%34 = call i32 @glShadeModel(i32 %33)
ret void
}