#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_COMPILE;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glClearColor(int /*<<< orphan*/, int /*<<< orphan*/,
                                int /*<<< orphan*/, int);
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glEndList();
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glNewList(int, int /*<<< orphan*/);
int /*<<< orphan*/ glutSolidIcosahedron();
int /*<<< orphan*/ glutSolidTetrahedron();
int /*<<< orphan*/ glutSolidTorus(double, double, int, int);
void myinit(void) {
  GLfloat light_ambient[] = {0.2, 0.2, 0.2, 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_LIGHT0);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);
  glNewList(1, GL_COMPILE);
  glutSolidTorus(0.275, 0.85, 10, 15);
  glEndList();
  glNewList(2, GL_COMPILE);
  glutSolidTetrahedron();
  glEndList();
  glNewList(3, GL_COMPILE);
  glutSolidIcosahedron();
  glEndList();
  glClearColor(0, 0, 0, 1);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x80,%rsp
mov    0xe6e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe6b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe68(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe65(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe62(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe5f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe5c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe59(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe36(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe33(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe30(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe2d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe2a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe27(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe24(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe21(%rip),%rax
mov    %rax,-0x68(%rbp)
mov    0x2d86(%rip),%rax
mov    (%rax),%edi
mov    0x2d95(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d6b(%rip),%rax
mov    (%rax),%edi
mov    0x2d42(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d50(%rip),%rax
mov    (%rax),%edi
mov    0x2d57(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d35(%rip),%rax
mov    (%rax),%edi
mov    0x2d1c(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d1a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2ccc(%rip),%rax
mov    (%rax),%edi
call   1070 <glDepthFunc@plt>
mov    0x2cce(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cd8(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cba(%rip),%rax
mov    (%rax),%esi
mov    $0x1,%edi
call   1060 <glNewList@plt>
movsd  0xcf6(%rip),%xmm0
movsd  0xcf6(%rip),%xmm1
mov    $0xa,%edi
mov    $0xf,%esi
call   10b0 <glutSolidTorus@plt>
mov    $0x0,%al
call   10a0 <glEndList@plt>
mov    0x2c81(%rip),%rax
mov    (%rax),%esi
mov    $0x2,%edi
call   1060 <glNewList@plt>
mov    $0x0,%al
call   1040 <glutSolidTetrahedron@plt>
mov    $0x0,%al
call   10a0 <glEndList@plt>
mov    0x2c60(%rip),%rax
mov    (%rax),%esi
mov    $0x3,%edi
call   1060 <glNewList@plt>
mov    $0x0,%al
call   1090 <glutSolidIcosahedron@plt>
mov    $0x0,%al
call   10a0 <glEndList@plt>
xor    %edx,%edx
mov    $0x1,%ecx
mov    %edx,%edi
mov    %edx,%esi
call   1080 <glClearColor@plt>
add    $0x80,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbx
sub    $0x80,%rsp
movaps 0xe81(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xe65(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xe89(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xe6d(%rip),%xmm1
movaps %xmm1,0x40(%rsp)
movaps %xmm0,0x30(%rsp)
movaps %xmm1,0x20(%rsp)
movaps 0xe87(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movaps 0xe6b(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x2de8(%rip),%rbx
mov    (%rbx),%edi
mov    0x2df7(%rip),%rax
mov    (%rax),%esi
lea    0x60(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2daa(%rip),%rax
mov    (%rax),%esi
lea    0x40(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2dc5(%rip),%rax
mov    (%rax),%esi
lea    0x20(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d90(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2d48(%rip),%rax
mov    (%rax),%edi
call   1070 <glDepthFunc@plt>
mov    0x2d4a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d54(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d36(%rip),%rbx
mov    (%rbx),%esi
mov    $0x1,%edi
call   1060 <glNewList@plt>
movsd  0xd72(%rip),%xmm0
movsd  0xd72(%rip),%xmm1
mov    $0xa,%edi
mov    $0xf,%esi
call   10b0 <glutSolidTorus@plt>
xor    %eax,%eax
call   10a0 <glEndList@plt>
mov    (%rbx),%esi
mov    $0x2,%edi
call   1060 <glNewList@plt>
xor    %eax,%eax
call   1040 <glutSolidTetrahedron@plt>
xor    %eax,%eax
call   10a0 <glEndList@plt>
mov    (%rbx),%esi
mov    $0x3,%edi
call   1060 <glNewList@plt>
xor    %eax,%eax
call   1090 <glutSolidIcosahedron@plt>
xor    %eax,%eax
call   10a0 <glEndList@plt>
xor    %edi,%edi
xor    %esi,%esi
xor    %edx,%edx
mov    $0x1,%ecx
call   1080 <glClearColor@plt>
add    $0x80,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@__const.myinit.light_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, 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_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_LIGHTING = global i32 0
@GL_COMPILE = 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_LIGHT0
%26 = call i32 @glEnable(i32 %25)
%27 = load i32, i32* @GL_LESS
%28 = call i32 @glDepthFunc(i32 %27)
%29 = load i32, i32* @GL_DEPTH_TEST
%30 = call i32 @glEnable(i32 %29)
%31 = load i32, i32* @GL_LIGHTING
%32 = call i32 @glEnable(i32 %31)
%33 = load i32, i32* @GL_COMPILE
%34 = call i32 @glNewList(i32 1, i32 %33)
%35 = call i32 @glutSolidTorus(double 2.750000e-01, double 8.500000e-01, i32 10, i32 15)
%36 = call i32 (...) @glEndList()
%37 = load i32, i32* @GL_COMPILE
%38 = call i32 @glNewList(i32 2, i32 %37)
%39 = call i32 (...) @glutSolidTetrahedron()
%40 = call i32 (...) @glEndList()
%41 = load i32, i32* @GL_COMPILE
%42 = call i32 @glNewList(i32 3, i32 %41)
%43 = call i32 (...) @glutSolidIcosahedron()
%44 = call i32 (...) @glEndList()
%45 = call i32 @glClearColor(i32 0, i32 0, i32 0, i32 1)
ret void
}

LLVM IR (-O2):
@__const.myinit.light_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, 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_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_LIGHTING = global i32 0
@GL_COMPILE = 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_LIGHT0
%26 = call i32 @glEnable(i32 %25)
%27 = load i32, i32* @GL_LESS
%28 = call i32 @glDepthFunc(i32 %27)
%29 = load i32, i32* @GL_DEPTH_TEST
%30 = call i32 @glEnable(i32 %29)
%31 = load i32, i32* @GL_LIGHTING
%32 = call i32 @glEnable(i32 %31)
%33 = load i32, i32* @GL_COMPILE
%34 = call i32 @glNewList(i32 1, i32 %33)
%35 = call i32 @glutSolidTorus(double 2.750000e-01, double 8.500000e-01, i32 10, i32 15)
%36 = call i32 (...) @glEndList()
%37 = load i32, i32* @GL_COMPILE
%38 = call i32 @glNewList(i32 2, i32 %37)
%39 = call i32 (...) @glutSolidTetrahedron()
%40 = call i32 (...) @glEndList()
%41 = load i32, i32* @GL_COMPILE
%42 = call i32 @glNewList(i32 3, i32 %41)
%43 = call i32 (...) @glutSolidIcosahedron()
%44 = call i32 (...) @glEndList()
%45 = call i32 @glClearColor(i32 0, i32 0, i32 0, i32 1)
ret void
}