#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_QUAD_STRIP;
double cos(double);
int /*<<< orphan*/ glBegin(int /*<<< orphan*/);
int /*<<< orphan*/ glColor3d(double, double, double);
int /*<<< orphan*/ glEnd();
int /*<<< orphan*/ glNormal3d(double, double, double);
int /*<<< orphan*/ glVertex3d(double, double, double);
double sin(double);
void half_sphere(double r, int m, int n) {
  double step1 = 3.1415926 / (n + 1);
  double step2 = 3.1415926 / (m + 1);
  double t, theta = 0, phi = 0;
  int i1 = 0, i2 = 0;
  double x1, y1, z1;
  double x2, y2, z2;
  double x3, y3;
  double x4, y4;
  glBegin(GL_QUAD_STRIP);
  for (theta = 0; theta < 3.1415926 / 2; theta += step1) {
    z1 = r * cos(theta);
    z2 = r * cos(theta + step1);
    if (i1 == 0) {
      i1 = 1;
    } else {
      i1 = 0;
    }
    for (phi = 0; phi <= 2 * 3.1415926 + step2; phi += step2) {
      if (i1 == 0) {
        glColor3d(1.0, 1.0, 0.0);
        i1 = 1;
      } else {
        glColor3d(1.0, 0.2, 1.0);
        i1 = 0;
      }
      x1 = r * cos(phi) * sin(theta);
      y1 = r * sin(theta) * sin(phi);
      x2 = r * cos(phi) * sin(theta + step1);
      y2 = r * sin(theta + step1) * sin(phi);
      glNormal3d(cos(phi) * sin(theta), sin(theta) * sin(phi), cos(theta));
      glVertex3d(x1, y1, z1);
      glNormal3d(cos(phi) * sin(theta + step1), sin(theta + step1) * sin(phi),
                 cos(theta + step1));
      glVertex3d(x2, y2, z2);
    }
  }
  glEnd();
}


x86 assembly (clang, -O0):
<half_sphere>:
push   %rbp
mov    %rsp,%rbp
sub    $0x120,%rsp
movsd  %xmm0,-0x8(%rbp)
mov    %edi,-0xc(%rbp)
mov    %esi,-0x10(%rbp)
mov    -0x10(%rbp),%eax
add    $0x1,%eax
cvtsi2sd %eax,%xmm1
movsd  0xe68(%rip),%xmm0
divsd  %xmm1,%xmm0
movsd  %xmm0,-0x18(%rbp)
mov    -0xc(%rbp),%eax
add    $0x1,%eax
cvtsi2sd %eax,%xmm1
movsd  0xe4d(%rip),%xmm0
divsd  %xmm1,%xmm0
movsd  %xmm0,-0x20(%rbp)
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x30(%rbp)
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x38(%rbp)
movl   $0x0,-0x3c(%rbp)
movl   $0x0,-0x40(%rbp)
mov    0x2e07(%rip),%rax
mov    (%rax),%edi
call   1090 <glBegin@plt>
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x30(%rbp)
movsd  0xe10(%rip),%xmm0
ucomisd -0x30(%rbp),%xmm0
jbe    1595 <half_sphere+0x425>
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0xa0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm1
movsd  -0xa0(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x58(%rbp)
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0x98(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm1
movsd  -0x98(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x70(%rbp)
cmpl   $0x0,-0x3c(%rbp)
jne    1274 <half_sphere+0x104>
movl   $0x1,-0x3c(%rbp)
jmp    127b <half_sphere+0x10b>
movl   $0x0,-0x3c(%rbp)
xorps  %xmm0,%xmm0
movsd  %xmm0,-0x38(%rbp)
movsd  -0x38(%rbp),%xmm1
movsd  0xd80(%rip),%xmm0
addsd  -0x20(%rbp),%xmm0
ucomisd %xmm1,%xmm0
jb     157c <half_sphere+0x40c>
cmpl   $0x0,-0x3c(%rbp)
jne    12c8 <half_sphere+0x158>
movsd  0xd67(%rip),%xmm1
xorps  %xmm2,%xmm2
movaps %xmm1,%xmm0
call   1070 <glColor3d@plt>
movl   $0x1,-0x3c(%rbp)
jmp    12e7 <half_sphere+0x177>
movsd  0xd48(%rip),%xmm2
movsd  0xd48(%rip),%xmm1
movaps %xmm2,%xmm0
call   1070 <glColor3d@plt>
movl   $0x0,-0x3c(%rbp)
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0x120(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm1
movsd  -0x120(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x118(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0x118(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x48(%rbp)
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0x110(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0x110(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x108(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0x108(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x50(%rbp)
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0x100(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm1
movsd  -0x100(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xf8(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xf8(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x60(%rbp)
movsd  -0x8(%rbp),%xmm0
movsd  %xmm0,-0xf0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xf0(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xe8(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xe8(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0x68(%rbp)
movsd  -0x38(%rbp),%xmm0
call   1080 <cos@plt>
movsd  %xmm0,-0xe0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xe0(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xc8(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1060 <sin@plt>
movsd  %xmm0,-0xd8(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xd8(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xd0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
call   1080 <cos@plt>
movsd  -0xd0(%rbp),%xmm1
ff
movaps %xmm0,%xmm2
movsd  -0xc8(%rbp),%xmm0
ff
call   1030 <glNormal3d@plt>
movsd  -0x48(%rbp),%xmm0
movsd  -0x50(%rbp),%xmm1
movsd  -0x58(%rbp),%xmm2
call   1040 <glVertex3d@plt>
movsd  -0x38(%rbp),%xmm0
call   1080 <cos@plt>
movsd  %xmm0,-0xc0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xc0(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xa8(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1060 <sin@plt>
movsd  %xmm0,-0xb8(%rbp)
ff
movsd  -0x38(%rbp),%xmm0
call   1060 <sin@plt>
movaps %xmm0,%xmm1
movsd  -0xb8(%rbp),%xmm0
ff
mulsd  %xmm1,%xmm0
movsd  %xmm0,-0xb0(%rbp)
ff
movsd  -0x30(%rbp),%xmm0
addsd  -0x18(%rbp),%xmm0
call   1080 <cos@plt>
movsd  -0xb0(%rbp),%xmm1
ff
movaps %xmm0,%xmm2
movsd  -0xa8(%rbp),%xmm0
ff
call   1030 <glNormal3d@plt>
movsd  -0x60(%rbp),%xmm0
movsd  -0x68(%rbp),%xmm1
movsd  -0x70(%rbp),%xmm2
call   1040 <glVertex3d@plt>
movsd  -0x20(%rbp),%xmm0
addsd  -0x38(%rbp),%xmm0
movsd  %xmm0,-0x38(%rbp)
jmp    1283 <half_sphere+0x113>
jmp    1581 <half_sphere+0x411>
movsd  -0x18(%rbp),%xmm0
addsd  -0x30(%rbp),%xmm0
movsd  %xmm0,-0x30(%rbp)
jmp    11f0 <half_sphere+0x80>
mov    $0x0,%al
call   1050 <glEnd@plt>
add    $0x120,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<half_sphere>:
push   %rbx
sub    $0x80,%rsp
movsd  %xmm0,0x38(%rsp)
add    $0x1,%esi
xorps  %xmm0,%xmm0
cvtsi2sd %esi,%xmm0
movsd  0xe70(%rip),%xmm3
movapd %xmm3,%xmm2
add    $0x1,%edi
cvtsi2sd %edi,%xmm1
divsd  %xmm0,%xmm2
movsd  %xmm2,0x58(%rsp)
divsd  %xmm1,%xmm3
movsd  %xmm3,0x48(%rsp)
mov    0x2e32(%rip),%rax
mov    (%rax),%edi
call   1090 <glBegin@plt>
movsd  0xe43(%rip),%xmm0
addsd  0x48(%rsp),%xmm0
movsd  %xmm0,0x50(%rsp)
xor    %ebx,%ebx
xorpd  %xmm0,%xmm0
jmp    11fc <half_sphere+0x8c>
nopl   0x0(%rax)
movsd  0xe38(%rip),%xmm0
movsd  0x30(%rsp),%xmm1
ucomisd %xmm1,%xmm0
movapd %xmm1,%xmm0
jbe    14b8 <half_sphere+0x348>
movsd  %xmm0,0x28(%rsp)
call   1080 <cos@plt>
movsd  %xmm0,0x40(%rsp)
movsd  0x58(%rsp),%xmm0
addsd  0x28(%rsp),%xmm0
movsd  %xmm0,0x30(%rsp)
call   1080 <cos@plt>
movapd %xmm0,%xmm1
test   %ebx,%ebx
sete   %al
movsd  0x50(%rsp),%xmm0
ucomisd 0xded(%rip),%xmm0
mov    $0x0,%ebx
mov    %al,%bl
jb     11e0 <half_sphere+0x70>
movsd  0x38(%rsp),%xmm0
movsd  0x40(%rsp),%xmm2
mulsd  %xmm0,%xmm2
movsd  %xmm2,0x40(%rsp)
mulsd  %xmm0,%xmm1
movsd  %xmm1,0x60(%rsp)
xorpd  %xmm0,%xmm0
movsd  %xmm0,0x8(%rsp)
jmp    1491 <half_sphere+0x321>
cs nopw 0x0(%rax,%rax,1)
nopl   (%rax)
movsd  0xd90(%rip),%xmm0
movsd  0xd80(%rip),%xmm1
movapd %xmm0,%xmm2
call   1070 <glColor3d@plt>
xor    %ebx,%ebx
movsd  0x8(%rsp),%xmm0
call   1080 <cos@plt>
mulsd  0x38(%rsp),%xmm0
movsd  %xmm0,0x20(%rsp)
movsd  0x28(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x20(%rsp),%xmm0
movsd  %xmm0,0x70(%rsp)
movsd  0x28(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x38(%rsp),%xmm0
movsd  %xmm0,0x10(%rsp)
movsd  0x8(%rsp),%xmm0
call   1060 <sin@plt>
movsd  0x10(%rsp),%xmm1
mulsd  %xmm0,%xmm1
movsd  %xmm1,0x10(%rsp)
movsd  0x8(%rsp),%xmm0
call   1080 <cos@plt>
mulsd  0x38(%rsp),%xmm0
movsd  %xmm0,0x20(%rsp)
movsd  0x30(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x20(%rsp),%xmm0
movsd  %xmm0,0x78(%rsp)
movsd  0x30(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x38(%rsp),%xmm0
movsd  %xmm0,0x20(%rsp)
movsd  0x8(%rsp),%xmm0
call   1060 <sin@plt>
movsd  0x20(%rsp),%xmm1
mulsd  %xmm0,%xmm1
movsd  %xmm1,0x20(%rsp)
movsd  0x8(%rsp),%xmm0
call   1080 <cos@plt>
movsd  %xmm0,0x18(%rsp)
movsd  0x28(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x18(%rsp),%xmm0
movsd  %xmm0,0x68(%rsp)
movsd  0x28(%rsp),%xmm0
call   1060 <sin@plt>
movsd  %xmm0,0x18(%rsp)
movsd  0x8(%rsp),%xmm0
call   1060 <sin@plt>
movsd  0x18(%rsp),%xmm1
mulsd  %xmm0,%xmm1
movsd  %xmm1,0x18(%rsp)
movsd  0x28(%rsp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm2
movsd  0x68(%rsp),%xmm0
movsd  0x18(%rsp),%xmm1
call   1030 <glNormal3d@plt>
movsd  0x70(%rsp),%xmm0
movsd  0x10(%rsp),%xmm1
movsd  0x40(%rsp),%xmm2
call   1040 <glVertex3d@plt>
movsd  0x8(%rsp),%xmm0
call   1080 <cos@plt>
movsd  %xmm0,0x10(%rsp)
movsd  0x30(%rsp),%xmm0
call   1060 <sin@plt>
mulsd  0x10(%rsp),%xmm0
movsd  %xmm0,0x18(%rsp)
movsd  0x30(%rsp),%xmm0
call   1060 <sin@plt>
movsd  %xmm0,0x10(%rsp)
movsd  0x8(%rsp),%xmm0
call   1060 <sin@plt>
movsd  0x10(%rsp),%xmm1
mulsd  %xmm0,%xmm1
movsd  %xmm1,0x10(%rsp)
movsd  0x30(%rsp),%xmm0
call   1080 <cos@plt>
movaps %xmm0,%xmm2
movsd  0x18(%rsp),%xmm0
movsd  0x10(%rsp),%xmm1
call   1030 <glNormal3d@plt>
movsd  0x78(%rsp),%xmm0
movsd  0x20(%rsp),%xmm1
movsd  0x60(%rsp),%xmm2
call   1040 <glVertex3d@plt>
movsd  0x8(%rsp),%xmm1
addsd  0x48(%rsp),%xmm1
movsd  0x50(%rsp),%xmm0
movsd  %xmm1,0x8(%rsp)
ucomisd %xmm1,%xmm0
jb     11e0 <half_sphere+0x70>
test   %ebx,%ebx
jne    1280 <half_sphere+0x110>
xorpd  %xmm2,%xmm2
movsd  0xb73(%rip),%xmm0
movapd %xmm0,%xmm1
call   1070 <glColor3d@plt>
mov    $0x1,%ebx
jmp    129b <half_sphere+0x12b>
xor    %eax,%eax
add    $0x80,%rsp
pop    %rbx
jmp    1050 <glEnd@plt>

LLVM IR (-O0):
@GL_QUAD_STRIP = global i32 0
define void @half_sphere(double %0, i32 %1, i32 %2) {
%4 = alloca double
%5 = alloca i32
%6 = alloca i32
%7 = alloca double
%8 = alloca double
%9 = alloca double
%10 = alloca double
%11 = alloca double
%12 = alloca i32
%13 = alloca i32
%14 = alloca double
%15 = alloca double
%16 = alloca double
%17 = alloca double
%18 = alloca double
%19 = alloca double
%20 = alloca double
%21 = alloca double
%22 = alloca double
%23 = alloca double
store double %0, double* %4
store i32 %1, i32* %5
store i32 %2, i32* %6
%24 = load i32, i32* %6
%25 = add nsw i32 %24, 1
%26 = sitofp i32 %25 to double
%27 = fdiv double 0x400921FB4D12D84A, %26
store double %27, double* %7
%28 = load i32, i32* %5
%29 = add nsw i32 %28, 1
%30 = sitofp i32 %29 to double
%31 = fdiv double 0x400921FB4D12D84A, %30
store double %31, double* %8
store double 0.000000e+00, double* %10
store double 0.000000e+00, double* %11
store i32 0, i32* %12
store i32 0, i32* %13
%32 = load i32, i32* @GL_QUAD_STRIP
%33 = call i32 @glBegin(i32 %32)
store double 0.000000e+00, double* %10
br label %34
34: ; preds = %143, %3
%35 = load double, double* %10
%36 = fcmp olt double %35, 0x3FF921FB4D12D84A
br i1 %36, label %37, label %147
37: ; preds = %34
%38 = load double, double* %4
%39 = load double, double* %10
%40 = call double @cos(double %39)
%41 = fmul double %38, %40
store double %41, double* %16
%42 = load double, double* %4
%43 = load double, double* %10
%44 = load double, double* %7
%45 = fadd double %43, %44
%46 = call double @cos(double %45)
%47 = fmul double %42, %46
store double %47, double* %19
%48 = load i32, i32* %12
%49 = icmp eq i32 %48, 0
br i1 %49, label %50, label %51
50: ; preds = %37
store i32 1, i32* %12
br label %52
51: ; preds = %37
store i32 0, i32* %12
br label %52
52: ; preds = %51, %50
store double 0.000000e+00, double* %11
br label %53
53: ; preds = %138, %52
%54 = load double, double* %11
%55 = load double, double* %8
%56 = fadd double 0x401921FB4D12D84A, %55
%57 = fcmp ole double %54, %56
br i1 %57, label %58, label %142
58: ; preds = %53
%59 = load i32, i32* %12
%60 = icmp eq i32 %59, 0
br i1 %60, label %61, label %63
61: ; preds = %58
%62 = call i32 @glColor3d(double 1.000000e+00, double 1.000000e+00, double 0.000000e+00)
store i32 1, i32* %12
br label %65
63: ; preds = %58
%64 = call i32 @glColor3d(double 1.000000e+00, double 2.000000e-01, double 1.000000e+00)
store i32 0, i32* %12
br label %65
65: ; preds = %63, %61
%66 = load double, double* %4
%67 = load double, double* %11
%68 = call double @cos(double %67)
%69 = fmul double %66, %68
%70 = load double, double* %10
%71 = call double @sin(double %70)
%72 = fmul double %69, %71
store double %72, double* %14
%73 = load double, double* %4
%74 = load double, double* %10
%75 = call double @sin(double %74)
%76 = fmul double %73, %75
%77 = load double, double* %11
%78 = call double @sin(double %77)
%79 = fmul double %76, %78
store double %79, double* %15
%80 = load double, double* %4
%81 = load double, double* %11
%82 = call double @cos(double %81)
%83 = fmul double %80, %82
%84 = load double, double* %10
%85 = load double, double* %7
%86 = fadd double %84, %85
%87 = call double @sin(double %86)
%88 = fmul double %83, %87
store double %88, double* %17
%89 = load double, double* %4
%90 = load double, double* %10
%91 = load double, double* %7
%92 = fadd double %90, %91
%93 = call double @sin(double %92)
%94 = fmul double %89, %93
%95 = load double, double* %11
%96 = call double @sin(double %95)
%97 = fmul double %94, %96
store double %97, double* %18
%98 = load double, double* %11
%99 = call double @cos(double %98)
%100 = load double, double* %10
%101 = call double @sin(double %100)
%102 = fmul double %99, %101
%103 = load double, double* %10
%104 = call double @sin(double %103)
%105 = load double, double* %11
%106 = call double @sin(double %105)
%107 = fmul double %104, %106
%108 = load double, double* %10
%109 = call double @cos(double %108)
%110 = call i32 @glNormal3d(double %102, double %107, double %109)
%111 = load double, double* %14
%112 = load double, double* %15
%113 = load double, double* %16
%114 = call i32 @glVertex3d(double %111, double %112, double %113)
%115 = load double, double* %11
%116 = call double @cos(double %115)
%117 = load double, double* %10
%118 = load double, double* %7
%119 = fadd double %117, %118
%120 = call double @sin(double %119)
%121 = fmul double %116, %120
%122 = load double, double* %10
%123 = load double, double* %7
%124 = fadd double %122, %123
%125 = call double @sin(double %124)
%126 = load double, double* %11
%127 = call double @sin(double %126)
%128 = fmul double %125, %127
%129 = load double, double* %10
%130 = load double, double* %7
%131 = fadd double %129, %130
%132 = call double @cos(double %131)
%133 = call i32 @glNormal3d(double %121, double %128, double %132)
%134 = load double, double* %17
%135 = load double, double* %18
%136 = load double, double* %19
%137 = call i32 @glVertex3d(double %134, double %135, double %136)
br label %138
138: ; preds = %65
%139 = load double, double* %8
%140 = load double, double* %11
%141 = fadd double %140, %139
store double %141, double* %11
br label %53
142: ; preds = %53
br label %143
143: ; preds = %142
%144 = load double, double* %7
%145 = load double, double* %10
%146 = fadd double %145, %144
store double %146, double* %10
br label %34
147: ; preds = %34
%148 = call i32 (...) @glEnd()
ret void
}

LLVM IR (-O2):
@GL_QUAD_STRIP = global i32 0
define void @half_sphere(double %0, i32 %1, i32 %2) {
%4 = add nsw i32 %2, 1
%5 = sitofp i32 %4 to double
%6 = fdiv double 0x400921FB4D12D84A, %5
%7 = add nsw i32 %1, 1
%8 = sitofp i32 %7 to double
%9 = fdiv double 0x400921FB4D12D84A, %8
%10 = load i32, i32* @GL_QUAD_STRIP
%11 = tail call i32 @glBegin(i32 %10)
%12 = fadd double %9, 0x401921FB4D12D84A
%13 = fcmp ult double %12, 0.000000e+00
br label %17
14: ; preds = %35, %17
%15 = phi i32 [ %26, %17 ], [ %36, %35 ]
%16 = fcmp olt double %22, 0x3FF921FB4D12D84A
br i1 %16, label %17, label %73
17: ; preds = %3, %14
%18 = phi double [ 0.000000e+00, %3 ], [ %22, %14 ]
%19 = phi i32 [ 0, %3 ], [ %15, %14 ]
%20 = tail call double @cos(double %18)
%21 = fmul double %20, %0
%22 = fadd double %6, %18
%23 = tail call double @cos(double %22)
%24 = fmul double %23, %0
%25 = icmp eq i32 %19, 0
%26 = zext i1 %25 to i32
br i1 %13, label %14, label %27
27: ; preds = %17, %35
%28 = phi double [ %71, %35 ], [ 0.000000e+00, %17 ]
%29 = phi i32 [ %36, %35 ], [ %26, %17 ]
%30 = icmp eq i32 %29, 0
br i1 %30, label %31, label %33
31: ; preds = %27
%32 = tail call i32 @glColor3d(double 1.000000e+00, double 1.000000e+00, double 0.000000e+00)
br label %35
33: ; preds = %27
%34 = tail call i32 @glColor3d(double 1.000000e+00, double 2.000000e-01, double 1.000000e+00)
br label %35
35: ; preds = %33, %31
%36 = phi i32 [ 1, %31 ], [ 0, %33 ]
%37 = tail call double @cos(double %28)
%38 = fmul double %37, %0
%39 = tail call double @sin(double %18)
%40 = fmul double %38, %39
%41 = tail call double @sin(double %18)
%42 = fmul double %41, %0
%43 = tail call double @sin(double %28)
%44 = fmul double %42, %43
%45 = tail call double @cos(double %28)
%46 = fmul double %45, %0
%47 = tail call double @sin(double %22)
%48 = fmul double %46, %47
%49 = tail call double @sin(double %22)
%50 = fmul double %49, %0
%51 = tail call double @sin(double %28)
%52 = fmul double %50, %51
%53 = tail call double @cos(double %28)
%54 = tail call double @sin(double %18)
%55 = fmul double %53, %54
%56 = tail call double @sin(double %18)
%57 = tail call double @sin(double %28)
%58 = fmul double %56, %57
%59 = tail call double @cos(double %18)
%60 = tail call i32 @glNormal3d(double %55, double %58, double %59)
%61 = tail call i32 @glVertex3d(double %40, double %44, double %21)
%62 = tail call double @cos(double %28)
%63 = tail call double @sin(double %22)
%64 = fmul double %62, %63
%65 = tail call double @sin(double %22)
%66 = tail call double @sin(double %28)
%67 = fmul double %65, %66
%68 = tail call double @cos(double %22)
%69 = tail call i32 @glNormal3d(double %64, double %67, double %68)
%70 = tail call i32 @glVertex3d(double %48, double %52, double %24)
%71 = fadd double %9, %28
%72 = fcmp ugt double %71, %12
br i1 %72, label %14, label %27
73: ; preds = %14
%74 = tail call i32 (...) @glEnd()
ret void
}