#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_CULL_FACE;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POLYGON_STIPPLE;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glClearColor(double, double, double, double);
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};
  glClearColor(0.49, 0.62, 0.75, 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);
  glEnable(GL_CULL_FACE);
  glEnable(GL_POLYGON_STIPPLE);
  glNewList(1, GL_COMPILE);
  glutSolidTorus(0.275, 0.85, 10, 15);
  glEndList();
  glNewList(2, GL_COMPILE);
  glutSolidTetrahedron();
  glEndList();
  glNewList(3, GL_COMPILE);
  glutSolidIcosahedron();
  glEndList();
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x80,%rsp
mov    0xe8e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe8b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe88(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe85(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe82(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe7f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe7c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe79(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe56(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe53(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe50(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe4d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe4a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe47(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe44(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe41(%rip),%rax
mov    %rax,-0x68(%rbp)
movsd  0xdbd(%rip),%xmm0
movsd  0xdbd(%rip),%xmm1
movsd  0xdbd(%rip),%xmm2
xorps  %xmm3,%xmm3
call   1080 <glClearColor@plt>
mov    0x2d5e(%rip),%rax
mov    (%rax),%edi
mov    0x2d6d(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d43(%rip),%rax
mov    (%rax),%edi
mov    0x2d12(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d28(%rip),%rax
mov    (%rax),%edi
mov    0x2d2f(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d0d(%rip),%rax
mov    (%rax),%edi
mov    0x2cf4(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2cf2(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2c9c(%rip),%rax
mov    (%rax),%edi
call   1070 <glDepthFunc@plt>
mov    0x2c9e(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cb0(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2c9a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cd4(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2c6e(%rip),%rax
mov    (%rax),%esi
mov    $0x1,%edi
call   1060 <glNewList@plt>
movsd  0xcba(%rip),%xmm0
movsd  0xcba(%rip),%xmm1
mov    $0xa,%edi
mov    $0xf,%esi
call   10b0 <glutSolidTorus@plt>
mov    $0x0,%al
call   10a0 <glEndList@plt>
mov    0x2c35(%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    0x2c14(%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>
add    $0x80,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbx
sub    $0x80,%rsp
movaps 0xea1(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xe85(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xea9(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xe8d(%rip),%xmm1
movaps %xmm1,0x40(%rsp)
movaps %xmm0,0x30(%rsp)
movaps %xmm1,0x20(%rsp)
movaps 0xea7(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movaps 0xe8b(%rip),%xmm0
movaps %xmm0,(%rsp)
movsd  0xe0f(%rip),%xmm0
movsd  0xe0f(%rip),%xmm1
movsd  0xe0f(%rip),%xmm2
xorps  %xmm3,%xmm3
call   1080 <glClearColor@plt>
mov    0x2dc0(%rip),%rbx
mov    (%rbx),%edi
mov    0x2dcf(%rip),%rax
mov    (%rax),%esi
lea    0x60(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d7a(%rip),%rax
mov    (%rax),%esi
lea    0x40(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d9d(%rip),%rax
mov    (%rax),%esi
lea    0x20(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d68(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2d18(%rip),%rax
mov    (%rax),%edi
call   1070 <glDepthFunc@plt>
mov    0x2d1a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d2c(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d16(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d50(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cea(%rip),%rbx
mov    (%rbx),%esi
mov    $0x1,%edi
call   1060 <glNewList@plt>
movsd  0xd4e(%rip),%xmm0
movsd  0xd4e(%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>
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_CULL_FACE = global i32 0
@GL_POLYGON_STIPPLE = 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 = call i32 @glClearColor(double 4.900000e-01, double 6.200000e-01, double 7.500000e-01, double 0.000000e+00)
%10 = load i32, i32* @GL_LIGHT0
%11 = load i32, i32* @GL_AMBIENT
%12 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%13 = call i32 @glLightfv(i32 %10, i32 %11, double* %12)
%14 = load i32, i32* @GL_LIGHT0
%15 = load i32, i32* @GL_DIFFUSE
%16 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%17 = call i32 @glLightfv(i32 %14, i32 %15, double* %16)
%18 = load i32, i32* @GL_LIGHT0
%19 = load i32, i32* @GL_SPECULAR
%20 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%21 = call i32 @glLightfv(i32 %18, i32 %19, double* %20)
%22 = load i32, i32* @GL_LIGHT0
%23 = load i32, i32* @GL_POSITION
%24 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%25 = call i32 @glLightfv(i32 %22, i32 %23, double* %24)
%26 = load i32, i32* @GL_LIGHT0
%27 = call i32 @glEnable(i32 %26)
%28 = load i32, i32* @GL_LESS
%29 = call i32 @glDepthFunc(i32 %28)
%30 = load i32, i32* @GL_DEPTH_TEST
%31 = call i32 @glEnable(i32 %30)
%32 = load i32, i32* @GL_LIGHTING
%33 = call i32 @glEnable(i32 %32)
%34 = load i32, i32* @GL_CULL_FACE
%35 = call i32 @glEnable(i32 %34)
%36 = load i32, i32* @GL_POLYGON_STIPPLE
%37 = call i32 @glEnable(i32 %36)
%38 = load i32, i32* @GL_COMPILE
%39 = call i32 @glNewList(i32 1, i32 %38)
%40 = call i32 @glutSolidTorus(double 2.750000e-01, double 8.500000e-01, i32 10, i32 15)
%41 = call i32 (...) @glEndList()
%42 = load i32, i32* @GL_COMPILE
%43 = call i32 @glNewList(i32 2, i32 %42)
%44 = call i32 (...) @glutSolidTetrahedron()
%45 = call i32 (...) @glEndList()
%46 = load i32, i32* @GL_COMPILE
%47 = call i32 @glNewList(i32 3, i32 %46)
%48 = call i32 (...) @glutSolidIcosahedron()
%49 = call i32 (...) @glEndList()
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_CULL_FACE = global i32 0
@GL_POLYGON_STIPPLE = 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 = tail call i32 @glClearColor(double 4.900000e-01, double 6.200000e-01, double 7.500000e-01, double 0.000000e+00)
%10 = load i32, i32* @GL_LIGHT0
%11 = load i32, i32* @GL_AMBIENT
%12 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%13 = call i32 @glLightfv(i32 %10, i32 %11, double* %12)
%14 = load i32, i32* @GL_LIGHT0
%15 = load i32, i32* @GL_DIFFUSE
%16 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%17 = call i32 @glLightfv(i32 %14, i32 %15, double* %16)
%18 = load i32, i32* @GL_LIGHT0
%19 = load i32, i32* @GL_SPECULAR
%20 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%21 = call i32 @glLightfv(i32 %18, i32 %19, double* %20)
%22 = load i32, i32* @GL_LIGHT0
%23 = load i32, i32* @GL_POSITION
%24 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%25 = call i32 @glLightfv(i32 %22, i32 %23, double* %24)
%26 = load i32, i32* @GL_LIGHT0
%27 = call i32 @glEnable(i32 %26)
%28 = load i32, i32* @GL_LESS
%29 = call i32 @glDepthFunc(i32 %28)
%30 = load i32, i32* @GL_DEPTH_TEST
%31 = call i32 @glEnable(i32 %30)
%32 = load i32, i32* @GL_LIGHTING
%33 = call i32 @glEnable(i32 %32)
%34 = load i32, i32* @GL_CULL_FACE
%35 = call i32 @glEnable(i32 %34)
%36 = load i32, i32* @GL_POLYGON_STIPPLE
%37 = call i32 @glEnable(i32 %36)
%38 = load i32, i32* @GL_COMPILE
%39 = call i32 @glNewList(i32 1, i32 %38)
%40 = call i32 @glutSolidTorus(double 2.750000e-01, double 8.500000e-01, i32 10, i32 15)
%41 = call i32 (...) @glEndList()
%42 = load i32, i32* @GL_COMPILE
%43 = call i32 @glNewList(i32 2, i32 %42)
%44 = call i32 (...) @glutSolidTetrahedron()
%45 = call i32 (...) @glEndList()
%46 = load i32, i32* @GL_COMPILE
%47 = call i32 @glNewList(i32 3, i32 %46)
%48 = call i32 (...) @glutSolidIcosahedron()
%49 = call i32 (...) @glEndList()
ret void
}