#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_FRONT;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SMOOTH;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                double *);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
void init(void) {
  GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
  GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat light_diffuse[] = {1.50, 0.50, 0.5, 1.0};
  GLfloat mat_specular[] = {1.8, 0.5, 0.5, 1.0};
  GLfloat mat_shininess[] = {20.0};
  GLfloat mat_ambient[] = {0.2, 0.4, 0.99, 1.0};
  GLfloat mat_diffuse[] = {0.4, 0.4, 0.4, 1.0};
  glClearColor(0.0, 0.0, 0.0, 0.0);
  glShadeModel(GL_SMOOTH);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
  glLightfv(GL_LIGHT0, GL_POSITION, light_position);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_DEPTH_TEST);
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
sub    $0xd0,%rsp
mov    0xe9e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe9b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe98(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe95(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe92(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe8f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe8c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe89(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe86(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe83(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe80(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe7d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe7a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe77(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe74(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe71(%rip),%rax
mov    %rax,-0x68(%rbp)
mov    0xeae(%rip),%rax
mov    %rax,-0x88(%rbp)
mov    0xe60(%rip),%rax
mov    %rax,-0xb0(%rbp)
mov    0xe5a(%rip),%rax
mov    %rax,-0xa8(%rbp)
mov    0xe54(%rip),%rax
mov    %rax,-0xa0(%rbp)
mov    0xe4e(%rip),%rax
mov    %rax,-0x98(%rbp)
mov    0xe48(%rip),%rax
mov    %rax,-0xd0(%rbp)
mov    0xe42(%rip),%rax
mov    %rax,-0xc8(%rbp)
mov    0xe3c(%rip),%rax
mov    %rax,-0xc0(%rbp)
mov    0xe36(%rip),%rax
mov    %rax,-0xb8(%rbp)
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   1050 <glClearColor@plt>
mov    0x2cff(%rip),%rax
mov    (%rax),%edi
call   1060 <glShadeModel@plt>
mov    0x2d21(%rip),%rax
mov    (%rax),%edi
mov    0x2d28(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2d06(%rip),%rax
mov    (%rax),%edi
mov    0x2d1d(%rip),%rax
mov    (%rax),%esi
lea    -0xb0(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2ce8(%rip),%rax
mov    (%rax),%edi
mov    0x2cb7(%rip),%rax
mov    (%rax),%esi
lea    -0xd0(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2cca(%rip),%rax
mov    (%rax),%edi
mov    0x2cd9(%rip),%rax
mov    (%rax),%esi
lea    -0x88(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2ca4(%rip),%rax
mov    (%rax),%edi
mov    0x2c8b(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c89(%rip),%rax
mov    (%rax),%edi
mov    0x2c98(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c6e(%rip),%rax
mov    (%rax),%edi
mov    0x2c45(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c3b(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2c45(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    0x2c07(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
add    $0xd0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %r15
push   %r14
push   %rbx
sub    $0xd0,%rsp
movaps 0xead(%rip),%xmm0
movaps %xmm0,0xc0(%rsp)
movaps 0xe8e(%rip),%xmm0
movaps %xmm0,0xb0(%rsp)
movaps 0xeaf(%rip),%xmm0
movaps %xmm0,0xa0(%rsp)
movaps 0xe90(%rip),%xmm0
movaps %xmm0,0x90(%rsp)
movaps 0xeb1(%rip),%xmm0
movaps %xmm0,0x80(%rsp)
movaps 0xe92(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xeb6(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xe9a(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movabs $0x4034000000000000,%rax
mov    %rax,0x8(%rsp)
movaps 0xeaf(%rip),%xmm0
movaps %xmm0,0x40(%rsp)
movaps 0xe93(%rip),%xmm0
movaps %xmm0,0x30(%rsp)
movaps 0xeb7(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xe9b(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
call   1050 <glClearColor@plt>
mov    0x2d7e(%rip),%rax
mov    (%rax),%edi
call   1060 <glShadeModel@plt>
mov    0x2da0(%rip),%rbx
mov    (%rbx),%edi
mov    0x2da7(%rip),%r14
mov    (%r14),%esi
lea    0x50(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2da1(%rip),%rax
mov    (%rax),%esi
lea    0x30(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d44(%rip),%r15
mov    (%r15),%esi
lea    0x10(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d6e(%rip),%rax
mov    (%rax),%esi
lea    0x8(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2d3b(%rip),%rbx
mov    (%rbx),%edi
mov    0x2d22(%rip),%rax
mov    (%rax),%esi
lea    0xb0(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    (%r14),%esi
lea    0x90(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    (%r15),%esi
lea    0x70(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    0x2ce3(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    (%rbx),%edi
call   1040 <glEnable@plt>
mov    0x2cb6(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
add    $0xd0,%rsp
pop    %rbx
pop    %r14
pop    %r15
ret

LLVM IR (-O0):
@__const.init.light_position = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@__const.init.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.light_diffuse = [4 x double] [double 1.500000e+00, double 5.000000e-01, double 5.000000e-01, double 1.000000e+00]
@__const.init.mat_specular = [4 x double] [double 1.800000e+00, double 5.000000e-01, double 5.000000e-01, double 1.000000e+00]
@__const.init.mat_shininess = [1 x double] [double 2.000000e+01]
@__const.init.mat_ambient = [4 x double] [double 2.000000e-01, double 4.000000e-01, double 0x3FEFAE147AE147AE, double 1.000000e+00]
@__const.init.mat_diffuse = [4 x double] [double 4.000000e-01, double 4.000000e-01, double 4.000000e-01, double 1.000000e+00]
@GL_SMOOTH = global i32 0
@GL_FRONT = global i32 0
@GL_SPECULAR = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @init() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [1 x double]
%6 = alloca [4 x double]
%7 = alloca [4 x double]
%8 = bitcast [4 x double]* %1 to i8*
%9 = bitcast [4 x double]* %2 to i8*
%10 = bitcast [4 x double]* %3 to i8*
%11 = bitcast [4 x double]* %4 to i8*
%12 = bitcast [1 x double]* %5 to i8*
%13 = bitcast [4 x double]* %6 to i8*
%14 = bitcast [4 x double]* %7 to i8*
%15 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%16 = load i32, i32* @GL_SMOOTH
%17 = call i32 @glShadeModel(i32 %16)
%18 = load i32, i32* @GL_FRONT
%19 = load i32, i32* @GL_SPECULAR
%20 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%21 = call i32 @glMaterialfv(i32 %18, i32 %19, double* %20)
%22 = load i32, i32* @GL_FRONT
%23 = load i32, i32* @GL_AMBIENT
%24 = getelementptr inbounds [4 x double], [4 x double]* %6, i64 0, i64 0
%25 = call i32 @glMaterialfv(i32 %22, i32 %23, double* %24)
%26 = load i32, i32* @GL_FRONT
%27 = load i32, i32* @GL_DIFFUSE
%28 = getelementptr inbounds [4 x double], [4 x double]* %7, i64 0, i64 0
%29 = call i32 @glMaterialfv(i32 %26, i32 %27, double* %28)
%30 = load i32, i32* @GL_FRONT
%31 = load i32, i32* @GL_SHININESS
%32 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%33 = call i32 @glMaterialfv(i32 %30, i32 %31, double* %32)
%34 = load i32, i32* @GL_LIGHT0
%35 = load i32, i32* @GL_POSITION
%36 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%37 = call i32 @glLightfv(i32 %34, i32 %35, double* %36)
%38 = load i32, i32* @GL_LIGHT0
%39 = load i32, i32* @GL_SPECULAR
%40 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%41 = call i32 @glLightfv(i32 %38, i32 %39, double* %40)
%42 = load i32, i32* @GL_LIGHT0
%43 = load i32, i32* @GL_DIFFUSE
%44 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%45 = call i32 @glLightfv(i32 %42, i32 %43, double* %44)
%46 = load i32, i32* @GL_LIGHTING
%47 = call i32 @glEnable(i32 %46)
%48 = load i32, i32* @GL_LIGHT0
%49 = call i32 @glEnable(i32 %48)
%50 = load i32, i32* @GL_DEPTH_TEST
%51 = call i32 @glEnable(i32 %50)
ret void
}

LLVM IR (-O2):
@__const.init.light_position = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@__const.init.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.light_diffuse = [4 x double] [double 1.500000e+00, double 5.000000e-01, double 5.000000e-01, double 1.000000e+00]
@__const.init.mat_specular = [4 x double] [double 1.800000e+00, double 5.000000e-01, double 5.000000e-01, double 1.000000e+00]
@__const.init.mat_ambient = [4 x double] [double 2.000000e-01, double 4.000000e-01, double 0x3FEFAE147AE147AE, double 1.000000e+00]
@__const.init.mat_diffuse = [4 x double] [double 4.000000e-01, double 4.000000e-01, double 4.000000e-01, double 1.000000e+00]
@GL_SMOOTH = global i32 0
@GL_FRONT = global i32 0
@GL_SPECULAR = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @init() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [1 x double]
%6 = alloca [4 x double]
%7 = alloca [4 x double]
%8 = bitcast [4 x double]* %1 to i8*
%9 = bitcast [4 x double]* %2 to i8*
%10 = bitcast [4 x double]* %3 to i8*
%11 = bitcast [4 x double]* %4 to i8*
%12 = bitcast [1 x double]* %5 to i8*
%13 = bitcast [1 x double]* %5 to i64*
store i64 4626322717216342016, i64* %13
%14 = bitcast [4 x double]* %6 to i8*
%15 = bitcast [4 x double]* %7 to i8*
%16 = tail call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%17 = load i32, i32* @GL_SMOOTH
%18 = tail call i32 @glShadeModel(i32 %17)
%19 = load i32, i32* @GL_FRONT
%20 = load i32, i32* @GL_SPECULAR
%21 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%22 = call i32 @glMaterialfv(i32 %19, i32 %20, double* %21)
%23 = load i32, i32* @GL_FRONT
%24 = load i32, i32* @GL_AMBIENT
%25 = getelementptr inbounds [4 x double], [4 x double]* %6, i64 0, i64 0
%26 = call i32 @glMaterialfv(i32 %23, i32 %24, double* %25)
%27 = load i32, i32* @GL_FRONT
%28 = load i32, i32* @GL_DIFFUSE
%29 = getelementptr inbounds [4 x double], [4 x double]* %7, i64 0, i64 0
%30 = call i32 @glMaterialfv(i32 %27, i32 %28, double* %29)
%31 = load i32, i32* @GL_FRONT
%32 = load i32, i32* @GL_SHININESS
%33 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%34 = call i32 @glMaterialfv(i32 %31, i32 %32, double* %33)
%35 = load i32, i32* @GL_LIGHT0
%36 = load i32, i32* @GL_POSITION
%37 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%38 = call i32 @glLightfv(i32 %35, i32 %36, double* %37)
%39 = load i32, i32* @GL_LIGHT0
%40 = load i32, i32* @GL_SPECULAR
%41 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%42 = call i32 @glLightfv(i32 %39, i32 %40, double* %41)
%43 = load i32, i32* @GL_LIGHT0
%44 = load i32, i32* @GL_DIFFUSE
%45 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%46 = call i32 @glLightfv(i32 %43, i32 %44, double* %45)
%47 = load i32, i32* @GL_LIGHTING
%48 = call i32 @glEnable(i32 %47)
%49 = load i32, i32* @GL_LIGHT0
%50 = call i32 @glEnable(i32 %49)
%51 = load i32, i32* @GL_DEPTH_TEST
%52 = call i32 @glEnable(i32 %51)
ret void
}