#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_LIGHT0;
int /*<<< orphan*/ GL_LIGHT1;
int /*<<< orphan*/ GL_LIGHT2;
int /*<<< orphan*/ GL_LIGHT3;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
void positionLights(void) {
  static GLfloat light1Pos[4] = {-41.0, 41.0, -41.0, 1.0};
  static GLfloat light2Pos[4] = {+41.0, 0.0, -41.0, 1.0};
  static GLfloat light3Pos[4] = {-41.0, 0.0, +41.0, 1.0};
  static GLfloat light4Pos[4] = {+41.0, 0.0, +41.0, 1.0};
  glLightfv(GL_LIGHT0, GL_POSITION, light1Pos);
  glLightfv(GL_LIGHT1, GL_POSITION, light2Pos);
  glLightfv(GL_LIGHT2, GL_POSITION, light3Pos);
  glLightfv(GL_LIGHT3, GL_POSITION, light4Pos);
}


x86 assembly (clang, -O0):
<positionLights>:
push   %rbp
mov    %rsp,%rbp
mov    0x2ecd(%rip),%rax
mov    (%rax),%edi
mov    0x2eac(%rip),%rax
mov    (%rax),%esi
lea    0x2f03(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e8f(%rip),%rax
mov    (%rax),%edi
mov    0x2e8e(%rip),%rax
mov    (%rax),%esi
lea    0x2f05(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e89(%rip),%rax
mov    (%rax),%edi
mov    0x2e70(%rip),%rax
mov    (%rax),%esi
lea    0x2f07(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e4b(%rip),%rax
mov    (%rax),%edi
mov    0x2e52(%rip),%rax
mov    (%rax),%esi
lea    0x2f09(%rip),%rdx
call   1030 <glLightfv@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<positionLights>:
push   %rbx
mov    0x2ed0(%rip),%rax
mov    (%rax),%edi
mov    0x2eaf(%rip),%rbx
mov    (%rbx),%esi
lea    0x2f06(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e92(%rip),%rax
mov    (%rax),%edi
mov    (%rbx),%esi
lea    0x2f0f(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e93(%rip),%rax
mov    (%rax),%edi
mov    (%rbx),%esi
lea    0x2f18(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2e5c(%rip),%rax
mov    (%rax),%edi
mov    (%rbx),%esi
lea    0x2f21(%rip),%rdx
pop    %rbx
jmp    1030 <glLightfv@plt>

LLVM IR (-O0):
@positionLights.light1Pos = internal global [4 x double] [double -4.100000e+01, double 4.100000e+01, double -4.100000e+01, double 1.000000e+00]
@positionLights.light2Pos = internal global [4 x double] [double 4.100000e+01, double 0.000000e+00, double -4.100000e+01, double 1.000000e+00]
@positionLights.light3Pos = internal global [4 x double] [double -4.100000e+01, double 0.000000e+00, double 4.100000e+01, double 1.000000e+00]
@positionLights.light4Pos = internal global [4 x double] [double 4.100000e+01, double 0.000000e+00, double 4.100000e+01, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT1 = global i32 0
@GL_LIGHT2 = global i32 0
@GL_LIGHT3 = global i32 0
define void @positionLights() {
%1 = load i32, i32* @GL_LIGHT0
%2 = load i32, i32* @GL_POSITION
%3 = call i32 @glLightfv(i32 %1, i32 %2, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light1Pos, i64 0, i64 0))
%4 = load i32, i32* @GL_LIGHT1
%5 = load i32, i32* @GL_POSITION
%6 = call i32 @glLightfv(i32 %4, i32 %5, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light2Pos, i64 0, i64 0))
%7 = load i32, i32* @GL_LIGHT2
%8 = load i32, i32* @GL_POSITION
%9 = call i32 @glLightfv(i32 %7, i32 %8, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light3Pos, i64 0, i64 0))
%10 = load i32, i32* @GL_LIGHT3
%11 = load i32, i32* @GL_POSITION
%12 = call i32 @glLightfv(i32 %10, i32 %11, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light4Pos, i64 0, i64 0))
ret void
}

LLVM IR (-O2):
@positionLights.light1Pos = internal global [4 x double] [double -4.100000e+01, double 4.100000e+01, double -4.100000e+01, double 1.000000e+00]
@positionLights.light2Pos = internal global [4 x double] [double 4.100000e+01, double 0.000000e+00, double -4.100000e+01, double 1.000000e+00]
@positionLights.light3Pos = internal global [4 x double] [double -4.100000e+01, double 0.000000e+00, double 4.100000e+01, double 1.000000e+00]
@positionLights.light4Pos = internal global [4 x double] [double 4.100000e+01, double 0.000000e+00, double 4.100000e+01, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT1 = global i32 0
@GL_LIGHT2 = global i32 0
@GL_LIGHT3 = global i32 0
define void @positionLights() {
%1 = load i32, i32* @GL_LIGHT0
%2 = load i32, i32* @GL_POSITION
%3 = tail call i32 @glLightfv(i32 %1, i32 %2, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light1Pos, i64 0, i64 0))
%4 = load i32, i32* @GL_LIGHT1
%5 = load i32, i32* @GL_POSITION
%6 = tail call i32 @glLightfv(i32 %4, i32 %5, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light2Pos, i64 0, i64 0))
%7 = load i32, i32* @GL_LIGHT2
%8 = load i32, i32* @GL_POSITION
%9 = tail call i32 @glLightfv(i32 %7, i32 %8, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light3Pos, i64 0, i64 0))
%10 = load i32, i32* @GL_LIGHT3
%11 = load i32, i32* @GL_POSITION
%12 = tail call i32 @glLightfv(i32 %10, i32 %11, double* getelementptr inbounds ([4 x double], [4 x double]* @positionLights.light4Pos, i64 0, i64 0))
ret void
}