#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_AMBIENT_AND_DIFFUSE;
int /*<<< orphan*/ GL_EMISSION;
int /*<<< orphan*/ GL_FRONT_AND_BACK;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glColorMaterial(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                float *);
void init_material() {
  glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
  float specular_color[] = {0.75, 0.75, 0.75, 1};
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular_color);
  float emission_color[] = {0, 0, 0, 1};
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission_color);
}


x86 assembly (clang, -O0):
<init_material>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
mov    0x2eb1(%rip),%rax
mov    (%rax),%edi
mov    0x2e90(%rip),%rax
mov    (%rax),%esi
call   1030 <glColorMaterial@plt>
mov    0xeba(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xeb7(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0x2e84(%rip),%rax
mov    (%rax),%edi
mov    0x2e8b(%rip),%rax
mov    (%rax),%esi
lea    -0x10(%rbp),%rdx
call   1040 <glMaterialfv@plt>
mov    0xe99(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe96(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0x2e53(%rip),%rax
mov    (%rax),%edi
mov    0x2e42(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1040 <glMaterialfv@plt>
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<init_material>:
push   %rbx
sub    $0x20,%rsp
mov    0x2eb4(%rip),%rbx
mov    (%rbx),%edi
mov    0x2e93(%rip),%rax
mov    (%rax),%esi
call   1030 <glColorMaterial@plt>
movaps 0xebd(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
mov    (%rbx),%edi
mov    0x2e9f(%rip),%rax
mov    (%rax),%esi
lea    0x10(%rsp),%rdx
call   1040 <glMaterialfv@plt>
movaps 0xeac(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    (%rbx),%edi
mov    0x2e67(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1040 <glMaterialfv@plt>
add    $0x20,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@GL_FRONT_AND_BACK = global i32 0
@GL_AMBIENT_AND_DIFFUSE = global i32 0
@__const.init_material.specular_color = [4 x float] [float 7.500000e-01, float 7.500000e-01, float 7.500000e-01, float 1.000000e+00]
@GL_SPECULAR = global i32 0
@__const.init_material.emission_color = [4 x float] [float 0.000000e+00, float 0.000000e+00, float 0.000000e+00, float 1.000000e+00]
@GL_EMISSION = global i32 0
define void @init_material() {
%1 = alloca [4 x float]
%2 = alloca [4 x float]
%3 = load i32, i32* @GL_FRONT_AND_BACK
%4 = load i32, i32* @GL_AMBIENT_AND_DIFFUSE
%5 = call i32 @glColorMaterial(i32 %3, i32 %4)
%6 = bitcast [4 x float]* %1 to i8*
%7 = load i32, i32* @GL_FRONT_AND_BACK
%8 = load i32, i32* @GL_SPECULAR
%9 = getelementptr inbounds [4 x float], [4 x float]* %1, i64 0, i64 0
%10 = call i32 @glMaterialfv(i32 %7, i32 %8, float* %9)
%11 = bitcast [4 x float]* %2 to i8*
%12 = load i32, i32* @GL_FRONT_AND_BACK
%13 = load i32, i32* @GL_EMISSION
%14 = getelementptr inbounds [4 x float], [4 x float]* %2, i64 0, i64 0
%15 = call i32 @glMaterialfv(i32 %12, i32 %13, float* %14)
ret void
}

LLVM IR (-O2):
@GL_FRONT_AND_BACK = global i32 0
@GL_AMBIENT_AND_DIFFUSE = global i32 0
@__const.init_material.specular_color = [4 x float] [float 7.500000e-01, float 7.500000e-01, float 7.500000e-01, float 1.000000e+00]
@GL_SPECULAR = global i32 0
@__const.init_material.emission_color = [4 x float] [float 0.000000e+00, float 0.000000e+00, float 0.000000e+00, float 1.000000e+00]
@GL_EMISSION = global i32 0
define void @init_material() {
%1 = alloca [4 x float]
%2 = alloca [4 x float]
%3 = load i32, i32* @GL_FRONT_AND_BACK
%4 = load i32, i32* @GL_AMBIENT_AND_DIFFUSE
%5 = tail call i32 @glColorMaterial(i32 %3, i32 %4)
%6 = bitcast [4 x float]* %1 to i8*
%7 = load i32, i32* @GL_FRONT_AND_BACK
%8 = load i32, i32* @GL_SPECULAR
%9 = getelementptr inbounds [4 x float], [4 x float]* %1, i64 0, i64 0
%10 = call i32 @glMaterialfv(i32 %7, i32 %8, float* %9)
%11 = bitcast [4 x float]* %2 to i8*
%12 = load i32, i32* @GL_FRONT_AND_BACK
%13 = load i32, i32* @GL_EMISSION
%14 = getelementptr inbounds [4 x float], [4 x float]* %2, i64 0, i64 0
%15 = call i32 @glMaterialfv(i32 %12, i32 %13, float* %14)
ret void
}