#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;
int GL_COLOR_BUFFER_BIT;
int GL_DEPTH_BUFFER_BIT;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FRONT_AND_BACK;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHT1;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glClear(int);
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLightf(int /*<<< orphan*/, int /*<<< orphan*/, double);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, float *);
int /*<<< orphan*/ glMaterialf(int /*<<< orphan*/, int /*<<< orphan*/, int);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                float *);
int /*<<< orphan*/ myReshape(int, int);
void myinit(void) {
  float f[20];
  glClearColor(0.0, 0.0, 0.0, 0.0);
  myReshape(640, 480);
  glEnable(GL_DEPTH_TEST);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glEnable(GL_LIGHTING);
  glLightf(GL_LIGHT0, GL_SHININESS, 1.0);
  f[0] = 1.3;
  f[1] = 1.3;
  f[2] = -3.3;
  f[3] = 1.0;
  glLightfv(GL_LIGHT0, GL_POSITION, f);
  f[0] = 0.8;
  f[1] = 1.0;
  f[2] = 0.83;
  f[3] = 1.0;
  glLightfv(GL_LIGHT0, GL_SPECULAR, f);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, f);
  glEnable(GL_LIGHT0);
  glLightf(GL_LIGHT1, GL_SHININESS, 1.0);
  f[0] = -2.3;
  f[1] = 0.3;
  f[2] = -7.3;
  f[3] = 1.0;
  glLightfv(GL_LIGHT1, GL_POSITION, f);
  f[0] = 1.0;
  f[1] = 0.8;
  f[2] = 0.93;
  f[3] = 1.0;
  glLightfv(GL_LIGHT1, GL_SPECULAR, f);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, f);
  glEnable(GL_LIGHT1);
  f[0] = 0.1;
  f[1] = 0.15;
  f[2] = 0.2;
  f[3] = 1.0;
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, f);
  f[0] = 0.9;
  f[1] = 0.3;
  f[2] = 0.3;
  f[3] = 1.0;
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, f);
  f[0] = 0.4;
  f[1] = 0.9;
  f[2] = 0.6;
  f[3] = 1.0;
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, f);
  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 4);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x50,%rsp
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   1080 <glClearColor@plt>
mov    $0x280,%edi
mov    $0x1e0,%esi
call   1070 <myReshape@plt>
mov    0x2de1(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2ddb(%rip),%rax
mov    (%rax),%edi
mov    0x2e02(%rip),%rax
or     (%rax),%edi
call   1050 <glClear@plt>
mov    0x2dd4(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2dde(%rip),%rax
mov    (%rax),%edi
mov    0x2dfd(%rip),%rax
mov    (%rax),%esi
movsd  0xe4b(%rip),%xmm0
call   1090 <glLightf@plt>
movss  0xe36(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xe29(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xe18(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xdd7(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2d8b(%rip),%rax
mov    (%rax),%edi
mov    0x2d72(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
movss  0xdd3(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xda2(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xdc5(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xd88(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2d3c(%rip),%rax
mov    (%rax),%edi
mov    0x2d53(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d21(%rip),%rax
mov    (%rax),%edi
mov    0x2cf8(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d06(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2cc0(%rip),%rax
mov    (%rax),%edi
mov    0x2d17(%rip),%rax
mov    (%rax),%esi
movsd  0xd65(%rip),%xmm0
call   1090 <glLightf@plt>
movss  0xd44(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xd1b(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xd26(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xcf1(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2c6d(%rip),%rax
mov    (%rax),%edi
mov    0x2c8c(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
movss  0xcc9(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xce0(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xccf(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xca2(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2c1e(%rip),%rax
mov    (%rax),%edi
mov    0x2c6d(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c03(%rip),%rax
mov    (%rax),%edi
mov    0x2c12(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2be8(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
movss  0xc6d(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xc5c(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xc4b(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xc2a(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2bee(%rip),%rax
mov    (%rax),%edi
mov    0x2bf5(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   10a0 <glMaterialfv@plt>
movss  0xc0a(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xc05(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xbf8(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xbdb(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2b9f(%rip),%rax
mov    (%rax),%edi
mov    0x2b66(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   10a0 <glMaterialfv@plt>
movss  0xbbf(%rip),%xmm0
movss  %xmm0,-0x50(%rbp)
movss  0xbae(%rip),%xmm0
movss  %xmm0,-0x4c(%rbp)
movss  0xb9d(%rip),%xmm0
movss  %xmm0,-0x48(%rbp)
movss  0xb8c(%rip),%xmm0
movss  %xmm0,-0x44(%rbp)
mov    0x2b50(%rip),%rax
mov    (%rax),%edi
mov    0x2b67(%rip),%rax
mov    (%rax),%esi
lea    -0x50(%rbp),%rdx
call   10a0 <glMaterialfv@plt>
mov    0x2b35(%rip),%rax
mov    (%rax),%edi
mov    0x2b44(%rip),%rax
mov    (%rax),%esi
mov    $0x4,%edx
call   1040 <glMaterialf@plt>
add    $0x50,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbp
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
sub    $0x58,%rsp
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
call   1080 <glClearColor@plt>
mov    $0x280,%edi
mov    $0x1e0,%esi
call   1070 <myReshape@plt>
mov    0x2ddb(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2dd5(%rip),%rax
mov    0x2dfe(%rip),%rcx
mov    (%rcx),%edi
or     (%rax),%edi
call   1050 <glClear@plt>
mov    0x2dce(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2dd8(%rip),%rbp
mov    0x0(%rbp),%edi
mov    0x2df6(%rip),%r14
mov    (%r14),%esi
movsd  0xe03(%rip),%xmm0
call   1090 <glLightf@plt>
movaps 0xe07(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    0x2d99(%rip),%r13
mov    0x0(%r13),%esi
mov    %rsp,%rbx
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
movaps 0xdf3(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    0x2da5(%rip),%r12
mov    (%r12),%esi
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
mov    0x0(%rbp),%edi
mov    0x2d4f(%rip),%r15
mov    (%r15),%esi
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
mov    0x0(%rbp),%edi
call   1060 <glEnable@plt>
mov    0x2d1d(%rip),%rbp
mov    0x0(%rbp),%edi
mov    (%r14),%esi
movsd  0xd87(%rip),%xmm0
call   1090 <glLightf@plt>
movaps 0xdab(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    0x0(%r13),%esi
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
movaps 0xda1(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    (%r12),%esi
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
mov    0x0(%rbp),%edi
mov    (%r15),%esi
mov    %rbx,%rdx
call   1030 <glLightfv@plt>
mov    0x0(%rbp),%edi
call   1060 <glEnable@plt>
movaps 0xd81(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x2cf6(%rip),%rbp
mov    0x0(%rbp),%edi
mov    (%r12),%esi
mov    %rbx,%rdx
call   10a0 <glMaterialfv@plt>
movaps 0xd70(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    (%r15),%esi
mov    %rbx,%rdx
call   10a0 <glMaterialfv@plt>
movaps 0xd67(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x0(%rbp),%edi
mov    0x2cd9(%rip),%rax
mov    (%rax),%esi
mov    %rbx,%rdx
call   10a0 <glMaterialfv@plt>
mov    0x0(%rbp),%edi
mov    (%r14),%esi
mov    $0x4,%edx
call   1040 <glMaterialf@plt>
add    $0x58,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
pop    %rbp
ret

LLVM IR (-O0):
@GL_DEPTH_TEST = global i32 0
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_LIGHTING = global i32 0
@GL_LIGHT0 = global i32 0
@GL_SHININESS = global i32 0
@GL_POSITION = global i32 0
@GL_SPECULAR = global i32 0
@GL_DIFFUSE = global i32 0
@GL_LIGHT1 = global i32 0
@GL_FRONT_AND_BACK = global i32 0
@GL_AMBIENT = global i32 0
define void @myinit() {
%1 = alloca [20 x float]
%2 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%3 = call i32 @myReshape(i32 640, i32 480)
%4 = load i32, i32* @GL_DEPTH_TEST
%5 = call i32 @glEnable(i32 %4)
%6 = load i32, i32* @GL_COLOR_BUFFER_BIT
%7 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%8 = or i32 %6, %7
%9 = call i32 @glClear(i32 %8)
%10 = load i32, i32* @GL_LIGHTING
%11 = call i32 @glEnable(i32 %10)
%12 = load i32, i32* @GL_LIGHT0
%13 = load i32, i32* @GL_SHININESS
%14 = call i32 @glLightf(i32 %12, i32 %13, double 1.000000e+00)
%15 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0x3FF4CCCCC0000000, float* %15
%16 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FF4CCCCC0000000, float* %16
%17 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0xC00A666660000000, float* %17
%18 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %18
%19 = load i32, i32* @GL_LIGHT0
%20 = load i32, i32* @GL_POSITION
%21 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%22 = call i32 @glLightfv(i32 %19, i32 %20, float* %21)
%23 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0x3FE99999A0000000, float* %23
%24 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 1.000000e+00, float* %24
%25 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0x3FEA8F5C20000000, float* %25
%26 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %26
%27 = load i32, i32* @GL_LIGHT0
%28 = load i32, i32* @GL_SPECULAR
%29 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%30 = call i32 @glLightfv(i32 %27, i32 %28, float* %29)
%31 = load i32, i32* @GL_LIGHT0
%32 = load i32, i32* @GL_DIFFUSE
%33 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%34 = call i32 @glLightfv(i32 %31, i32 %32, float* %33)
%35 = load i32, i32* @GL_LIGHT0
%36 = call i32 @glEnable(i32 %35)
%37 = load i32, i32* @GL_LIGHT1
%38 = load i32, i32* @GL_SHININESS
%39 = call i32 @glLightf(i32 %37, i32 %38, double 1.000000e+00)
%40 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0xC002666660000000, float* %40
%41 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FD3333340000000, float* %41
%42 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0xC01D333340000000, float* %42
%43 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %43
%44 = load i32, i32* @GL_LIGHT1
%45 = load i32, i32* @GL_POSITION
%46 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%47 = call i32 @glLightfv(i32 %44, i32 %45, float* %46)
%48 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 1.000000e+00, float* %48
%49 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FE99999A0000000, float* %49
%50 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0x3FEDC28F60000000, float* %50
%51 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %51
%52 = load i32, i32* @GL_LIGHT1
%53 = load i32, i32* @GL_SPECULAR
%54 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%55 = call i32 @glLightfv(i32 %52, i32 %53, float* %54)
%56 = load i32, i32* @GL_LIGHT1
%57 = load i32, i32* @GL_DIFFUSE
%58 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%59 = call i32 @glLightfv(i32 %56, i32 %57, float* %58)
%60 = load i32, i32* @GL_LIGHT1
%61 = call i32 @glEnable(i32 %60)
%62 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0x3FB99999A0000000, float* %62
%63 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FC3333340000000, float* %63
%64 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0x3FC99999A0000000, float* %64
%65 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %65
%66 = load i32, i32* @GL_FRONT_AND_BACK
%67 = load i32, i32* @GL_SPECULAR
%68 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%69 = call i32 @glMaterialfv(i32 %66, i32 %67, float* %68)
%70 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0x3FECCCCCC0000000, float* %70
%71 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FD3333340000000, float* %71
%72 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0x3FD3333340000000, float* %72
%73 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %73
%74 = load i32, i32* @GL_FRONT_AND_BACK
%75 = load i32, i32* @GL_DIFFUSE
%76 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%77 = call i32 @glMaterialfv(i32 %74, i32 %75, float* %76)
%78 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
store float 0x3FD99999A0000000, float* %78
%79 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 1
store float 0x3FECCCCCC0000000, float* %79
%80 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 2
store float 0x3FE3333340000000, float* %80
%81 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 3
store float 1.000000e+00, float* %81
%82 = load i32, i32* @GL_FRONT_AND_BACK
%83 = load i32, i32* @GL_AMBIENT
%84 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%85 = call i32 @glMaterialfv(i32 %82, i32 %83, float* %84)
%86 = load i32, i32* @GL_FRONT_AND_BACK
%87 = load i32, i32* @GL_SHININESS
%88 = call i32 @glMaterialf(i32 %86, i32 %87, i32 4)
ret void
}

LLVM IR (-O2):
@GL_DEPTH_TEST = global i32 0
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_LIGHTING = global i32 0
@GL_LIGHT0 = global i32 0
@GL_SHININESS = global i32 0
@GL_POSITION = global i32 0
@GL_SPECULAR = global i32 0
@GL_DIFFUSE = global i32 0
@GL_LIGHT1 = global i32 0
@GL_FRONT_AND_BACK = global i32 0
@GL_AMBIENT = global i32 0
define void @myinit() {
%1 = alloca [20 x float]
%2 = bitcast [20 x float]* %1 to i8*
%3 = tail call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%4 = tail call i32 @myReshape(i32 640, i32 480)
%5 = load i32, i32* @GL_DEPTH_TEST
%6 = tail call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_COLOR_BUFFER_BIT
%8 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%9 = or i32 %8, %7
%10 = tail call i32 @glClear(i32 %9)
%11 = load i32, i32* @GL_LIGHTING
%12 = tail call i32 @glEnable(i32 %11)
%13 = load i32, i32* @GL_LIGHT0
%14 = load i32, i32* @GL_SHININESS
%15 = tail call i32 @glLightf(i32 %13, i32 %14, double 1.000000e+00)
%16 = getelementptr inbounds [20 x float], [20 x float]* %1, i64 0, i64 0
%17 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0x3FF4CCCCC0000000, float 0x3FF4CCCCC0000000, float 0xC00A666660000000, float 1.000000e+00>, <4 x float>* %17
%18 = load i32, i32* @GL_LIGHT0
%19 = load i32, i32* @GL_POSITION
%20 = call i32 @glLightfv(i32 %18, i32 %19, float* %16)
%21 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0x3FE99999A0000000, float 1.000000e+00, float 0x3FEA8F5C20000000, float 1.000000e+00>, <4 x float>* %21
%22 = load i32, i32* @GL_LIGHT0
%23 = load i32, i32* @GL_SPECULAR
%24 = call i32 @glLightfv(i32 %22, i32 %23, float* %16)
%25 = load i32, i32* @GL_LIGHT0
%26 = load i32, i32* @GL_DIFFUSE
%27 = call i32 @glLightfv(i32 %25, i32 %26, float* %16)
%28 = load i32, i32* @GL_LIGHT0
%29 = call i32 @glEnable(i32 %28)
%30 = load i32, i32* @GL_LIGHT1
%31 = load i32, i32* @GL_SHININESS
%32 = call i32 @glLightf(i32 %30, i32 %31, double 1.000000e+00)
%33 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0xC002666660000000, float 0x3FD3333340000000, float 0xC01D333340000000, float 1.000000e+00>, <4 x float>* %33
%34 = load i32, i32* @GL_LIGHT1
%35 = load i32, i32* @GL_POSITION
%36 = call i32 @glLightfv(i32 %34, i32 %35, float* %16)
%37 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 1.000000e+00, float 0x3FE99999A0000000, float 0x3FEDC28F60000000, float 1.000000e+00>, <4 x float>* %37
%38 = load i32, i32* @GL_LIGHT1
%39 = load i32, i32* @GL_SPECULAR
%40 = call i32 @glLightfv(i32 %38, i32 %39, float* %16)
%41 = load i32, i32* @GL_LIGHT1
%42 = load i32, i32* @GL_DIFFUSE
%43 = call i32 @glLightfv(i32 %41, i32 %42, float* %16)
%44 = load i32, i32* @GL_LIGHT1
%45 = call i32 @glEnable(i32 %44)
%46 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0x3FB99999A0000000, float 0x3FC3333340000000, float 0x3FC99999A0000000, float 1.000000e+00>, <4 x float>* %46
%47 = load i32, i32* @GL_FRONT_AND_BACK
%48 = load i32, i32* @GL_SPECULAR
%49 = call i32 @glMaterialfv(i32 %47, i32 %48, float* %16)
%50 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0x3FECCCCCC0000000, float 0x3FD3333340000000, float 0x3FD3333340000000, float 1.000000e+00>, <4 x float>* %50
%51 = load i32, i32* @GL_FRONT_AND_BACK
%52 = load i32, i32* @GL_DIFFUSE
%53 = call i32 @glMaterialfv(i32 %51, i32 %52, float* %16)
%54 = bitcast [20 x float]* %1 to <4 x float>*
store <4 x float> <float 0x3FD99999A0000000, float 0x3FECCCCCC0000000, float 0x3FE3333340000000, float 1.000000e+00>, <4 x float>* %54
%55 = load i32, i32* @GL_FRONT_AND_BACK
%56 = load i32, i32* @GL_AMBIENT
%57 = call i32 @glMaterialfv(i32 %55, i32 %56, float* %16)
%58 = load i32, i32* @GL_FRONT_AND_BACK
%59 = load i32, i32* @GL_SHININESS
%60 = call i32 @glMaterialf(i32 %58, i32 %59, i32 4)
ret void
}