#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_AUTO_NORMAL;
int /*<<< orphan*/ GL_CW;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_LIGHT_MODEL_AMBIENT;
int /*<<< orphan*/ GL_LIGHT_MODEL_LOCAL_VIEWER;
int /*<<< orphan*/ GL_NORMALIZE;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glFrontFace(int /*<<< orphan*/);
int /*<<< orphan*/ glLightModelfv(int /*<<< orphan*/, double *);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
void myinit(void) {
  GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat position[] = {0.0, 3.0, 3.0, 0.0};
  GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
  GLfloat local_view[] = {0.0};
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
  glFrontFace(GL_CW);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x90,%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    0xe76(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe73(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe70(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe6d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe6a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe67(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe64(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe61(%rip),%rax
mov    %rax,-0x68(%rbp)
lea    -0x88(%rbp),%rdi
xor    %esi,%esi
mov    $0x8,%edx
call   1060 <memset@plt>
mov    0x2da3(%rip),%rax
mov    (%rax),%edi
mov    0x2db2(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d88(%rip),%rax
mov    (%rax),%edi
mov    0x2d47(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d6d(%rip),%rax
mov    (%rax),%edi
mov    0x2d4c(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d5a(%rip),%rax
mov    (%rax),%edi
lea    -0x80(%rbp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d18(%rip),%rax
mov    (%rax),%edi
lea    -0x88(%rbp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2cdb(%rip),%rax
mov    (%rax),%edi
call   1080 <glFrontFace@plt>
mov    0x2ced(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d0f(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cf1(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cd3(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2ca5(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2c7f(%rip),%rax
mov    (%rax),%edi
call   1070 <glDepthFunc@plt>
add    $0x90,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbx
sub    $0x90,%rsp
movaps 0xeb1(%rip),%xmm0
movaps %xmm0,0x80(%rsp)
movaps 0xe92(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xeb6(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xe9a(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xebe(%rip),%xmm0
movaps %xmm0,0x40(%rsp)
movaps 0xea2(%rip),%xmm0
movaps %xmm0,0x30(%rsp)
movaps 0xec6(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xeaa(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movq   $0x0,0x8(%rsp)
mov    0x2e0d(%rip),%rbx
mov    (%rbx),%edi
mov    0x2e1c(%rip),%rax
mov    (%rax),%esi
lea    0x70(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2db7(%rip),%rax
mov    (%rax),%esi
lea    0x50(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2dc2(%rip),%rax
mov    (%rax),%esi
lea    0x30(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    0x2dcf(%rip),%rax
mov    (%rax),%edi
lea    0x10(%rsp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d8c(%rip),%rax
mov    (%rax),%edi
lea    0x8(%rsp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d51(%rip),%rax
mov    (%rax),%edi
call   1070 <glFrontFace@plt>
mov    0x2d63(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2d6e(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d50(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d22(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2cfc(%rip),%rax
mov    (%rax),%edi
call   1060 <glDepthFunc@plt>
add    $0x90,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@__const.myinit.ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.position = [4 x double] [double 0.000000e+00, double 3.000000e+00, double 3.000000e+00, double 0.000000e+00]
@__const.myinit.lmodel_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_CW = global i32 0
@GL_LIGHTING = global i32 0
@GL_AUTO_NORMAL = global i32 0
@GL_NORMALIZE = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_LESS = 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 = alloca [1 x double]
%6 = bitcast [4 x double]* %1 to i8*
%7 = bitcast [4 x double]* %2 to i8*
%8 = bitcast [4 x double]* %3 to i8*
%9 = bitcast [4 x double]* %4 to i8*
%10 = bitcast [1 x double]* %5 to i8*
%11 = load i32, i32* @GL_LIGHT0
%12 = load i32, i32* @GL_AMBIENT
%13 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%14 = call i32 @glLightfv(i32 %11, i32 %12, double* %13)
%15 = load i32, i32* @GL_LIGHT0
%16 = load i32, i32* @GL_DIFFUSE
%17 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%18 = call i32 @glLightfv(i32 %15, i32 %16, double* %17)
%19 = load i32, i32* @GL_LIGHT0
%20 = load i32, i32* @GL_POSITION
%21 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%22 = call i32 @glLightfv(i32 %19, i32 %20, double* %21)
%23 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%24 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%25 = call i32 @glLightModelfv(i32 %23, double* %24)
%26 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%27 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%28 = call i32 @glLightModelfv(i32 %26, double* %27)
%29 = load i32, i32* @GL_CW
%30 = call i32 @glFrontFace(i32 %29)
%31 = load i32, i32* @GL_LIGHTING
%32 = call i32 @glEnable(i32 %31)
%33 = load i32, i32* @GL_LIGHT0
%34 = call i32 @glEnable(i32 %33)
%35 = load i32, i32* @GL_AUTO_NORMAL
%36 = call i32 @glEnable(i32 %35)
%37 = load i32, i32* @GL_NORMALIZE
%38 = call i32 @glEnable(i32 %37)
%39 = load i32, i32* @GL_DEPTH_TEST
%40 = call i32 @glEnable(i32 %39)
%41 = load i32, i32* @GL_LESS
%42 = call i32 @glDepthFunc(i32 %41)
ret void
}

LLVM IR (-O2):
@__const.myinit.ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.position = [4 x double] [double 0.000000e+00, double 3.000000e+00, double 3.000000e+00, double 0.000000e+00]
@__const.myinit.lmodel_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_CW = global i32 0
@GL_LIGHTING = global i32 0
@GL_AUTO_NORMAL = global i32 0
@GL_NORMALIZE = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_LESS = 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 = alloca [1 x double]
%6 = bitcast [4 x double]* %1 to i8*
%7 = bitcast [4 x double]* %2 to i8*
%8 = bitcast [4 x double]* %3 to i8*
%9 = bitcast [4 x double]* %4 to i8*
%10 = bitcast [1 x double]* %5 to i8*
%11 = bitcast [1 x double]* %5 to i64*
store i64 0, i64* %11
%12 = load i32, i32* @GL_LIGHT0
%13 = load i32, i32* @GL_AMBIENT
%14 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%15 = call i32 @glLightfv(i32 %12, i32 %13, double* %14)
%16 = load i32, i32* @GL_LIGHT0
%17 = load i32, i32* @GL_DIFFUSE
%18 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%19 = call i32 @glLightfv(i32 %16, i32 %17, double* %18)
%20 = load i32, i32* @GL_LIGHT0
%21 = load i32, i32* @GL_POSITION
%22 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%23 = call i32 @glLightfv(i32 %20, i32 %21, double* %22)
%24 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%25 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%26 = call i32 @glLightModelfv(i32 %24, double* %25)
%27 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%28 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%29 = call i32 @glLightModelfv(i32 %27, double* %28)
%30 = load i32, i32* @GL_CW
%31 = call i32 @glFrontFace(i32 %30)
%32 = load i32, i32* @GL_LIGHTING
%33 = call i32 @glEnable(i32 %32)
%34 = load i32, i32* @GL_LIGHT0
%35 = call i32 @glEnable(i32 %34)
%36 = load i32, i32* @GL_AUTO_NORMAL
%37 = call i32 @glEnable(i32 %36)
%38 = load i32, i32* @GL_NORMALIZE
%39 = call i32 @glEnable(i32 %38)
%40 = load i32, i32* @GL_DEPTH_TEST
%41 = call i32 @glEnable(i32 %40)
%42 = load i32, i32* @GL_LESS
%43 = call i32 @glDepthFunc(i32 %42)
ret void
}