#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_COMPILE;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FRONT;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ GL_STENCIL_TEST;
int /*<<< orphan*/ glClearStencil(int);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glEndList();
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glMaterialf(int /*<<< orphan*/, int /*<<< orphan*/, double);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                double *);
int /*<<< orphan*/ glNewList(int, int /*<<< orphan*/);
void init(void) {
  GLfloat yellow_diffuse[] = {0.7, 0.7, 0.0, 1.0};
  GLfloat yellow_specular[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat blue_diffuse[] = {0.1, 0.1, 0.7, 1.0};
  GLfloat blue_specular[] = {0.1, 1.0, 1.0, 1.0};
  GLfloat position_one[] = {1.0, 1.0, 1.0, 0.0};
  glNewList(1, GL_COMPILE);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, yellow_specular);
  glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
  glEndList();
  glNewList(2, GL_COMPILE);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, blue_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, blue_specular);
  glMaterialf(GL_FRONT, GL_SHININESS, 45.0);
  glEndList();
  glLightfv(GL_LIGHT0, GL_POSITION, position_one);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHTING);
  glEnable(GL_DEPTH_TEST);
  glClearStencil(0x0);
  glEnable(GL_STENCIL_TEST);
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
sub    $0xa0,%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)
mov    0xe5e(%rip),%rax
mov    %rax,-0xa0(%rbp)
mov    0xe58(%rip),%rax
mov    %rax,-0x98(%rbp)
mov    0xe52(%rip),%rax
mov    %rax,-0x90(%rbp)
mov    0xe4c(%rip),%rax
mov    %rax,-0x88(%rbp)
mov    0x2d36(%rip),%rax
mov    (%rax),%esi
mov    $0x1,%edi
call   1070 <glNewList@plt>
mov    0x2d5b(%rip),%rax
mov    (%rax),%edi
mov    0x2d22(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1080 <glMaterialfv@plt>
mov    0x2d40(%rip),%rax
mov    (%rax),%edi
mov    0x2d47(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1080 <glMaterialfv@plt>
mov    0x2d25(%rip),%rax
mov    (%rax),%edi
mov    0x2d34(%rip),%rax
mov    (%rax),%esi
movsd  0xd42(%rip),%xmm0
call   1040 <glMaterialf@plt>
mov    $0x0,%al
call   1090 <glEndList@plt>
mov    0x2cc7(%rip),%rax
mov    (%rax),%esi
mov    $0x2,%edi
call   1070 <glNewList@plt>
mov    0x2cec(%rip),%rax
mov    (%rax),%edi
mov    0x2cb3(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1080 <glMaterialfv@plt>
mov    0x2cd1(%rip),%rax
mov    (%rax),%edi
mov    0x2cd8(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1080 <glMaterialfv@plt>
mov    0x2cb6(%rip),%rax
mov    (%rax),%edi
mov    0x2cc5(%rip),%rax
mov    (%rax),%esi
movsd  0xccb(%rip),%xmm0
call   1040 <glMaterialf@plt>
mov    $0x0,%al
call   1090 <glEndList@plt>
mov    0x2c88(%rip),%rax
mov    (%rax),%edi
mov    0x2c6f(%rip),%rax
mov    (%rax),%esi
lea    -0xa0(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c6a(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2c44(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2c16(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
xor    %edi,%edi
call   1050 <glClearStencil@plt>
mov    0x2c19(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
add    $0xa0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %r15
push   %r14
push   %r13
push   %r12
push   %rbx
sub    $0xa0,%rsp
movaps 0xe99(%rip),%xmm0
movaps %xmm0,0x90(%rsp)
movaps 0xe7a(%rip),%xmm0
movaps %xmm0,0x80(%rsp)
movaps 0xe9b(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xe7f(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xea3(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xe87(%rip),%xmm0
movaps %xmm0,0x40(%rsp)
movaps 0xeab(%rip),%xmm0
movaps %xmm0,0x30(%rsp)
movaps 0xe8f(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xeb3(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movaps 0xe97(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x2d9c(%rip),%r14
mov    (%r14),%esi
mov    $0x1,%edi
call   1070 <glNewList@plt>
mov    0x2dc0(%rip),%rbx
mov    (%rbx),%edi
mov    0x2d87(%rip),%r15
mov    (%r15),%esi
lea    0x80(%rsp),%rdx
call   1080 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2dae(%rip),%r12
mov    (%r12),%esi
lea    0x60(%rsp),%rdx
call   1080 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d9f(%rip),%r13
mov    0x0(%r13),%esi
movsd  0xda3(%rip),%xmm0
call   1040 <glMaterialf@plt>
xor    %eax,%eax
call   1090 <glEndList@plt>
mov    (%r14),%esi
mov    $0x2,%edi
call   1070 <glNewList@plt>
mov    (%rbx),%edi
mov    (%r15),%esi
lea    0x40(%rsp),%rdx
call   1080 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    (%r12),%esi
lea    0x20(%rsp),%rdx
call   1080 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x0(%r13),%esi
movsd  0xd65(%rip),%xmm0
call   1040 <glMaterialf@plt>
xor    %eax,%eax
call   1090 <glEndList@plt>
mov    0x2d1a(%rip),%rbx
mov    (%rbx),%edi
mov    0x2d01(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
call   1060 <glEnable@plt>
mov    0x2ce1(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2cb3(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
xor    %edi,%edi
call   1050 <glClearStencil@plt>
mov    0x2cb6(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
add    $0xa0,%rsp
pop    %rbx
pop    %r12
pop    %r13
pop    %r14
pop    %r15
ret

LLVM IR (-O0):
@__const.init.yellow_diffuse = [4 x double] [double 0x3FE6666666666666, double 0x3FE6666666666666, double 0.000000e+00, double 1.000000e+00]
@__const.init.yellow_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.blue_diffuse = [4 x double] [double 1.000000e-01, double 1.000000e-01, double 0x3FE6666666666666, double 1.000000e+00]
@__const.init.blue_specular = [4 x double] [double 1.000000e-01, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.position_one = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@GL_COMPILE = global i32 0
@GL_FRONT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_STENCIL_TEST = global i32 0
define void @init() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [4 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 [4 x double]* %5 to i8*
%11 = load i32, i32* @GL_COMPILE
%12 = call i32 @glNewList(i32 1, i32 %11)
%13 = load i32, i32* @GL_FRONT
%14 = load i32, i32* @GL_DIFFUSE
%15 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%16 = call i32 @glMaterialfv(i32 %13, i32 %14, double* %15)
%17 = load i32, i32* @GL_FRONT
%18 = load i32, i32* @GL_SPECULAR
%19 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%20 = call i32 @glMaterialfv(i32 %17, i32 %18, double* %19)
%21 = load i32, i32* @GL_FRONT
%22 = load i32, i32* @GL_SHININESS
%23 = call i32 @glMaterialf(i32 %21, i32 %22, double 6.400000e+01)
%24 = call i32 (...) @glEndList()
%25 = load i32, i32* @GL_COMPILE
%26 = call i32 @glNewList(i32 2, i32 %25)
%27 = load i32, i32* @GL_FRONT
%28 = load i32, i32* @GL_DIFFUSE
%29 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%30 = call i32 @glMaterialfv(i32 %27, i32 %28, double* %29)
%31 = load i32, i32* @GL_FRONT
%32 = load i32, i32* @GL_SPECULAR
%33 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%34 = call i32 @glMaterialfv(i32 %31, i32 %32, double* %33)
%35 = load i32, i32* @GL_FRONT
%36 = load i32, i32* @GL_SHININESS
%37 = call i32 @glMaterialf(i32 %35, i32 %36, double 4.500000e+01)
%38 = call i32 (...) @glEndList()
%39 = load i32, i32* @GL_LIGHT0
%40 = load i32, i32* @GL_POSITION
%41 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%42 = call i32 @glLightfv(i32 %39, i32 %40, double* %41)
%43 = load i32, i32* @GL_LIGHT0
%44 = call i32 @glEnable(i32 %43)
%45 = load i32, i32* @GL_LIGHTING
%46 = call i32 @glEnable(i32 %45)
%47 = load i32, i32* @GL_DEPTH_TEST
%48 = call i32 @glEnable(i32 %47)
%49 = call i32 @glClearStencil(i32 0)
%50 = load i32, i32* @GL_STENCIL_TEST
%51 = call i32 @glEnable(i32 %50)
ret void
}

LLVM IR (-O2):
@__const.init.yellow_diffuse = [4 x double] [double 0x3FE6666666666666, double 0x3FE6666666666666, double 0.000000e+00, double 1.000000e+00]
@__const.init.yellow_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.blue_diffuse = [4 x double] [double 1.000000e-01, double 1.000000e-01, double 0x3FE6666666666666, double 1.000000e+00]
@__const.init.blue_specular = [4 x double] [double 1.000000e-01, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.init.position_one = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 0.000000e+00]
@GL_COMPILE = global i32 0
@GL_FRONT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHTING = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_STENCIL_TEST = global i32 0
define void @init() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [4 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 [4 x double]* %5 to i8*
%11 = load i32, i32* @GL_COMPILE
%12 = tail call i32 @glNewList(i32 1, i32 %11)
%13 = load i32, i32* @GL_FRONT
%14 = load i32, i32* @GL_DIFFUSE
%15 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%16 = call i32 @glMaterialfv(i32 %13, i32 %14, double* %15)
%17 = load i32, i32* @GL_FRONT
%18 = load i32, i32* @GL_SPECULAR
%19 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%20 = call i32 @glMaterialfv(i32 %17, i32 %18, double* %19)
%21 = load i32, i32* @GL_FRONT
%22 = load i32, i32* @GL_SHININESS
%23 = call i32 @glMaterialf(i32 %21, i32 %22, double 6.400000e+01)
%24 = call i32 (...) @glEndList()
%25 = load i32, i32* @GL_COMPILE
%26 = call i32 @glNewList(i32 2, i32 %25)
%27 = load i32, i32* @GL_FRONT
%28 = load i32, i32* @GL_DIFFUSE
%29 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%30 = call i32 @glMaterialfv(i32 %27, i32 %28, double* %29)
%31 = load i32, i32* @GL_FRONT
%32 = load i32, i32* @GL_SPECULAR
%33 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%34 = call i32 @glMaterialfv(i32 %31, i32 %32, double* %33)
%35 = load i32, i32* @GL_FRONT
%36 = load i32, i32* @GL_SHININESS
%37 = call i32 @glMaterialf(i32 %35, i32 %36, double 4.500000e+01)
%38 = call i32 (...) @glEndList()
%39 = load i32, i32* @GL_LIGHT0
%40 = load i32, i32* @GL_POSITION
%41 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%42 = call i32 @glLightfv(i32 %39, i32 %40, double* %41)
%43 = load i32, i32* @GL_LIGHT0
%44 = call i32 @glEnable(i32 %43)
%45 = load i32, i32* @GL_LIGHTING
%46 = call i32 @glEnable(i32 %45)
%47 = load i32, i32* @GL_DEPTH_TEST
%48 = call i32 @glEnable(i32 %47)
%49 = call i32 @glClearStencil(i32 0)
%50 = load i32, i32* @GL_STENCIL_TEST
%51 = call i32 @glEnable(i32 %50)
ret void
}