#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_COLOR_BUFFER_BIT;
int /*<<< orphan*/ GL_LINES;
int /*<<< orphan*/ GL_MODELVIEW;
int atan(int);
int /*<<< orphan*/ elipsa(double, double);
int /*<<< orphan*/ glBegin(int /*<<< orphan*/);
int /*<<< orphan*/ glClear(int /*<<< orphan*/);
int /*<<< orphan*/ glColor3d(double, double, double);
int /*<<< orphan*/ glEnd();
int /*<<< orphan*/ glFlush();
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glRotated(double, double, double, double);
int /*<<< orphan*/ glScaled(double, double, double);
int /*<<< orphan*/ glTranslated(double, double, double);
int /*<<< orphan*/ glVertex2d(double, double);
int /*<<< orphan*/ pravac();
void iscrtaj(void) {
  glClear(GL_COLOR_BUFFER_BIT);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glColor3d(0.0, 0.0, 0.0);
  glBegin(GL_LINES);
  glVertex2d(-10.0, 0.0);
  glVertex2d(10.0, 0.0);
  glVertex2d(0.0, -10.0);
  glVertex2d(0.0, 10.0);
  glEnd();
  glColor3d(1.0, 0.0, 0.0);
  pravac();
  elipsa(3.0, 1.0);
  double alfa = atan(-2) * 180 / 3.1415926;
  glTranslated(0.0, 4.0, 0.0);
  glRotated(alfa, 0.0, 0.0, 1.0);
  glScaled(1.0, -1.0, 1.0);
  glRotated(-alfa, 0.0, 0.0, 1.0);
  glTranslated(0.0, -4.0, 0.0);
  elipsa(3.0, 1.0);
  glFlush();
}


x86 assembly (clang, -O0):
<iscrtaj>:
push   %rbp
mov    %rsp,%rbp
sub    $0x10,%rsp
mov    0x2de1(%rip),%rax
mov    (%rax),%edi
call   1030 <glClear@plt>
mov    0x2de3(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
mov    $0x0,%al
call   1070 <glLoadIdentity@plt>
xorps  %xmm2,%xmm2
movaps %xmm2,%xmm0
movaps %xmm2,%xmm1
call   1090 <glColor3d@plt>
mov    0x2dd0(%rip),%rax
mov    (%rax),%edi
call   10f0 <glBegin@plt>
movsd  0xe09(%rip),%xmm0
xorps  %xmm1,%xmm1
call   10d0 <glVertex2d@plt>
movsd  0xdf1(%rip),%xmm0
xorps  %xmm1,%xmm1
call   10d0 <glVertex2d@plt>
xorps  %xmm0,%xmm0
movsd  0xde6(%rip),%xmm1
call   10d0 <glVertex2d@plt>
xorps  %xmm0,%xmm0
movsd  0xdce(%rip),%xmm1
call   10d0 <glVertex2d@plt>
mov    $0x0,%al
call   1050 <glEnd@plt>
movsd  0xd92(%rip),%xmm0
xorps  %xmm2,%xmm2
movaps %xmm2,%xmm1
call   1090 <glColor3d@plt>
mov    $0x0,%al
call   1060 <pravac@plt>
movsd  0xd70(%rip),%xmm0
movsd  0xd70(%rip),%xmm1
call   1080 <elipsa@plt>
mov    $0xfffffffe,%edi
call   10c0 <atan@plt>
imul   $0xb4,%eax,%eax
cvtsi2sd %eax,%xmm0
movsd  0xd6f(%rip),%xmm1
divsd  %xmm1,%xmm0
movsd  %xmm0,-0x8(%rbp)
xorps  %xmm2,%xmm2
movsd  0xd53(%rip),%xmm1
movaps %xmm2,%xmm0
call   10e0 <glTranslated@plt>
movsd  -0x8(%rbp),%xmm0
xorps  %xmm2,%xmm2
movsd  0xd23(%rip),%xmm3
movaps %xmm2,%xmm1
call   1100 <glRotated@plt>
movsd  0xd13(%rip),%xmm2
movsd  0xd1b(%rip),%xmm1
movaps %xmm2,%xmm0
call   10b0 <glScaled@plt>
movsd  -0x8(%rbp),%xmm0
movq   %xmm0,%rax
movabs $0x8000000000000000,%rcx
xor    %rcx,%rax
movq   %rax,%xmm0
xorps  %xmm2,%xmm2
movsd  0xcdc(%rip),%xmm3
movaps %xmm2,%xmm1
call   1100 <glRotated@plt>
xorps  %xmm2,%xmm2
movsd  0xcd1(%rip),%xmm1
movaps %xmm2,%xmm0
call   10e0 <glTranslated@plt>
movsd  0xcb1(%rip),%xmm0
movsd  0xcb1(%rip),%xmm1
call   1080 <elipsa@plt>
mov    $0x0,%al
call   10a0 <glFlush@plt>
add    $0x10,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<iscrtaj>:
sub    $0x18,%rsp
mov    0x2de5(%rip),%rax
mov    (%rax),%edi
call   1030 <glClear@plt>
mov    0x2de7(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
xor    %eax,%eax
call   1070 <glLoadIdentity@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
call   1090 <glColor3d@plt>
mov    0x2dd4(%rip),%rax
mov    (%rax),%edi
call   10f0 <glBegin@plt>
movsd  0xdd5(%rip),%xmm0
xorps  %xmm1,%xmm1
call   10d0 <glVertex2d@plt>
movsd  0xdcd(%rip),%xmm0
xorps  %xmm1,%xmm1
call   10d0 <glVertex2d@plt>
xorps  %xmm0,%xmm0
movsd  0xdb2(%rip),%xmm1
call   10d0 <glVertex2d@plt>
xorps  %xmm0,%xmm0
movsd  0xdaa(%rip),%xmm1
call   10d0 <glVertex2d@plt>
xor    %eax,%eax
call   1050 <glEnd@plt>
movsd  0xd9e(%rip),%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
call   1090 <glColor3d@plt>
xor    %eax,%eax
call   1060 <pravac@plt>
movsd  0xd8c(%rip),%xmm0
movsd  0xd7c(%rip),%xmm1
call   1080 <elipsa@plt>
mov    $0xfffffffe,%edi
call   10c0 <atan@plt>
imul   $0xb4,%eax,%eax
xorps  %xmm0,%xmm0
cvtsi2sd %eax,%xmm0
divsd  0xd68(%rip),%xmm0
movapd %xmm0,(%rsp)
movsd  0xd63(%rip),%xmm1
xorpd  %xmm0,%xmm0
xorps  %xmm2,%xmm2
call   10e0 <glTranslated@plt>
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
movaps (%rsp),%xmm0
movsd  0xd2d(%rip),%xmm3
call   1100 <glRotated@plt>
movsd  0xd40(%rip),%xmm1
movsd  0xd18(%rip),%xmm0
movaps %xmm0,%xmm2
call   10b0 <glScaled@plt>
movaps (%rsp),%xmm0
xorps  0xd35(%rip),%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
movsd  0xcf7(%rip),%xmm3
call   1100 <glRotated@plt>
movsd  0xd12(%rip),%xmm1
xorps  %xmm0,%xmm0
xorps  %xmm2,%xmm2
call   10e0 <glTranslated@plt>
movsd  0xcdf(%rip),%xmm0
movsd  0xccf(%rip),%xmm1
call   1080 <elipsa@plt>
xor    %eax,%eax
add    $0x18,%rsp
jmp    10a0 <glFlush@plt>

LLVM IR (-O0):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_MODELVIEW = global i32 0
@GL_LINES = global i32 0
define void @iscrtaj() {
%1 = alloca double
%2 = load i32, i32* @GL_COLOR_BUFFER_BIT
%3 = call i32 @glClear(i32 %2)
%4 = load i32, i32* @GL_MODELVIEW
%5 = call i32 @glMatrixMode(i32 %4)
%6 = call i32 (...) @glLoadIdentity()
%7 = call i32 @glColor3d(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%8 = load i32, i32* @GL_LINES
%9 = call i32 @glBegin(i32 %8)
%10 = call i32 @glVertex2d(double -1.000000e+01, double 0.000000e+00)
%11 = call i32 @glVertex2d(double 1.000000e+01, double 0.000000e+00)
%12 = call i32 @glVertex2d(double 0.000000e+00, double -1.000000e+01)
%13 = call i32 @glVertex2d(double 0.000000e+00, double 1.000000e+01)
%14 = call i32 (...) @glEnd()
%15 = call i32 @glColor3d(double 1.000000e+00, double 0.000000e+00, double 0.000000e+00)
%16 = call i32 (...) @pravac()
%17 = call i32 @elipsa(double 3.000000e+00, double 1.000000e+00)
%18 = call i32 @atan(i32 -2)
%19 = mul nsw i32 %18, 180
%20 = sitofp i32 %19 to double
%21 = fdiv double %20, 0x400921FB4D12D84A
store double %21, double* %1
%22 = call i32 @glTranslated(double 0.000000e+00, double 4.000000e+00, double 0.000000e+00)
%23 = load double, double* %1
%24 = call i32 @glRotated(double %23, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%25 = call i32 @glScaled(double 1.000000e+00, double -1.000000e+00, double 1.000000e+00)
%26 = load double, double* %1
%27 = fneg double %26
%28 = call i32 @glRotated(double %27, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%29 = call i32 @glTranslated(double 0.000000e+00, double -4.000000e+00, double 0.000000e+00)
%30 = call i32 @elipsa(double 3.000000e+00, double 1.000000e+00)
%31 = call i32 (...) @glFlush()
ret void
}

LLVM IR (-O2):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_MODELVIEW = global i32 0
@GL_LINES = global i32 0
define void @iscrtaj() {
%1 = load i32, i32* @GL_COLOR_BUFFER_BIT
%2 = tail call i32 @glClear(i32 %1)
%3 = load i32, i32* @GL_MODELVIEW
%4 = tail call i32 @glMatrixMode(i32 %3)
%5 = tail call i32 (...) @glLoadIdentity()
%6 = tail call i32 @glColor3d(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%7 = load i32, i32* @GL_LINES
%8 = tail call i32 @glBegin(i32 %7)
%9 = tail call i32 @glVertex2d(double -1.000000e+01, double 0.000000e+00)
%10 = tail call i32 @glVertex2d(double 1.000000e+01, double 0.000000e+00)
%11 = tail call i32 @glVertex2d(double 0.000000e+00, double -1.000000e+01)
%12 = tail call i32 @glVertex2d(double 0.000000e+00, double 1.000000e+01)
%13 = tail call i32 (...) @glEnd()
%14 = tail call i32 @glColor3d(double 1.000000e+00, double 0.000000e+00, double 0.000000e+00)
%15 = tail call i32 (...) @pravac()
%16 = tail call i32 @elipsa(double 3.000000e+00, double 1.000000e+00)
%17 = tail call i32 @atan(i32 -2)
%18 = mul nsw i32 %17, 180
%19 = sitofp i32 %18 to double
%20 = fdiv double %19, 0x400921FB4D12D84A
%21 = tail call i32 @glTranslated(double 0.000000e+00, double 4.000000e+00, double 0.000000e+00)
%22 = tail call i32 @glRotated(double %20, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%23 = tail call i32 @glScaled(double 1.000000e+00, double -1.000000e+00, double 1.000000e+00)
%24 = fneg double %20
%25 = tail call i32 @glRotated(double %24, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00)
%26 = tail call i32 @glTranslated(double 0.000000e+00, double -4.000000e+00, double 0.000000e+00)
%27 = tail call i32 @elipsa(double 3.000000e+00, double 1.000000e+00)
%28 = tail call i32 (...) @glFlush()
ret void
}