#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_DIFFUSE;
int /*<<< orphan*/ GL_FALSE;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHT1;
int /*<<< orphan*/ GL_LIGHT2;
int /*<<< orphan*/ GL_LIGHT3;
int /*<<< orphan*/ GL_LIGHT4;
int /*<<< orphan*/ GL_LIGHT5;
int /*<<< orphan*/ GL_LIGHT6;
int /*<<< orphan*/ GL_LIGHT7;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_LIGHT_MODEL_AMBIENT;
int /*<<< orphan*/ GL_LIGHT_MODEL_LOCAL_VIEWER;
int /*<<< orphan*/ GL_LIGHT_MODEL_TWO_SIDE;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SMOOTH;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ GL_TRUE;
int /*<<< orphan*/ glDisable(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLightModelfv(int /*<<< orphan*/, double *);
int /*<<< orphan*/ glLightModeli(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
void MakeLighting(void) {
  GLfloat fullambient[4] = {1.0, 1.0, 1.0, 1.0};
  GLfloat position[4] = {0.0, 0.0, 0.0, 0.0};
  GLfloat ambient[4] = {0.2, 0.2, 0.2, 1.0};
  GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};
  GLfloat specular[4] = {0.0, 0.0, 0.0, 1.0};
  glDisable(GL_LIGHT0);
  glDisable(GL_LIGHT1);
  glDisable(GL_LIGHT2);
  glDisable(GL_LIGHT3);
  glDisable(GL_LIGHT4);
  glDisable(GL_LIGHT5);
  glDisable(GL_LIGHT6);
  glDisable(GL_LIGHT7);
  glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fullambient);
  glLightfv(GL_LIGHT0, GL_POSITION, position);
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
  glEnable(GL_LIGHT0);
  glShadeModel(GL_SMOOTH);
  glEnable(GL_LIGHTING);
}


x86 assembly (clang, -O0):
<MakeLighting>:
push   %rbp
mov    %rsp,%rbp
sub    $0xa0,%rsp
mov    0xe7e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe7b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe78(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe75(%rip),%rax
mov    %rax,-0x8(%rbp)
lea    -0x40(%rbp),%rdi
xor    %esi,%esi
mov    $0x20,%edx
call   1060 <memset@plt>
mov    0xe62(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe5f(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe5c(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe59(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe16(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe13(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe10(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe0d(%rip),%rax
mov    %rax,-0x68(%rbp)
mov    0xe2a(%rip),%rax
mov    %rax,-0xa0(%rbp)
mov    0xe24(%rip),%rax
mov    %rax,-0x98(%rbp)
mov    0xe1e(%rip),%rax
mov    %rax,-0x90(%rbp)
mov    0xe18(%rip),%rax
mov    %rax,-0x88(%rbp)
mov    0x2d7a(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2d0c(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2d56(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2ce8(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2d32(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2cc4(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2d0e(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2c98(%rip),%rax
mov    (%rax),%edi
call   1090 <glDisable@plt>
mov    0x2cd2(%rip),%rax
mov    (%rax),%edi
mov    0x2cd9(%rip),%rax
mov    (%rax),%esi
call   1070 <glLightModeli@plt>
mov    0x2cab(%rip),%rax
mov    (%rax),%edi
mov    0x2cfa(%rip),%rax
mov    (%rax),%esi
call   1070 <glLightModeli@plt>
mov    0x2ce4(%rip),%rax
mov    (%rax),%edi
lea    -0x20(%rbp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2cca(%rip),%rax
mov    (%rax),%edi
mov    0x2c91(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2caf(%rip),%rax
mov    (%rax),%edi
mov    0x2cce(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c94(%rip),%rax
mov    (%rax),%edi
mov    0x2c3b(%rip),%rax
mov    (%rax),%esi
lea    -0x80(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c79(%rip),%rax
mov    (%rax),%edi
mov    0x2c90(%rip),%rax
mov    (%rax),%esi
lea    -0xa0(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c5b(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2bf5(%rip),%rax
mov    (%rax),%edi
call   1080 <glShadeModel@plt>
mov    0x2bff(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
add    $0xa0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<MakeLighting>:
push   %rbx
sub    $0xa0,%rsp
movaps 0xec1(%rip),%xmm0
movaps %xmm0,0x90(%rsp)
movaps 0xea2(%rip),%xmm1
movaps %xmm1,0x80(%rsp)
xorps  %xmm2,%xmm2
movaps %xmm2,0x70(%rsp)
movaps %xmm2,0x60(%rsp)
movaps 0xe76(%rip),%xmm2
movaps %xmm2,0x50(%rsp)
movaps 0xe5a(%rip),%xmm2
movaps %xmm2,0x40(%rsp)
movaps %xmm0,0x30(%rsp)
movaps %xmm1,0x20(%rsp)
movaps 0xe94(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movaps 0xe78(%rip),%xmm0
movaps %xmm0,(%rsp)
mov    0x2df5(%rip),%rbx
mov    (%rbx),%edi
call   1080 <glDisable@plt>
mov    0x2d87(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2dd1(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2d63(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2dad(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2d3f(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2d89(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2d13(%rip),%rax
mov    (%rax),%edi
call   1080 <glDisable@plt>
mov    0x2d4d(%rip),%rax
mov    (%rax),%edi
mov    0x2d54(%rip),%rax
mov    (%rax),%esi
call   1060 <glLightModeli@plt>
mov    0x2d26(%rip),%rax
mov    (%rax),%edi
mov    0x2d75(%rip),%rax
mov    (%rax),%esi
call   1060 <glLightModeli@plt>
mov    0x2d5f(%rip),%rax
mov    (%rax),%edi
lea    0x80(%rsp),%rsi
call   1040 <glLightModelfv@plt>
mov    (%rbx),%edi
mov    0x2d0f(%rip),%rax
mov    (%rax),%esi
lea    0x60(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d52(%rip),%rax
mov    (%rax),%esi
lea    0x40(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2cc5(%rip),%rax
mov    (%rax),%esi
lea    0x20(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d20(%rip),%rax
mov    (%rax),%esi
mov    %rsp,%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2c90(%rip),%rax
mov    (%rax),%edi
call   1070 <glShadeModel@plt>
mov    0x2c9a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
add    $0xa0,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@__const.MakeLighting.fullambient = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.MakeLighting.ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@__const.MakeLighting.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.MakeLighting.specular = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_LIGHT1 = global i32 0
@GL_LIGHT2 = global i32 0
@GL_LIGHT3 = global i32 0
@GL_LIGHT4 = global i32 0
@GL_LIGHT5 = global i32 0
@GL_LIGHT6 = global i32 0
@GL_LIGHT7 = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_TRUE = global i32 0
@GL_LIGHT_MODEL_TWO_SIDE = global i32 0
@GL_FALSE = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_POSITION = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SMOOTH = global i32 0
@GL_LIGHTING = global i32 0
define void @MakeLighting() {
%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_LIGHT0
%12 = call i32 @glDisable(i32 %11)
%13 = load i32, i32* @GL_LIGHT1
%14 = call i32 @glDisable(i32 %13)
%15 = load i32, i32* @GL_LIGHT2
%16 = call i32 @glDisable(i32 %15)
%17 = load i32, i32* @GL_LIGHT3
%18 = call i32 @glDisable(i32 %17)
%19 = load i32, i32* @GL_LIGHT4
%20 = call i32 @glDisable(i32 %19)
%21 = load i32, i32* @GL_LIGHT5
%22 = call i32 @glDisable(i32 %21)
%23 = load i32, i32* @GL_LIGHT6
%24 = call i32 @glDisable(i32 %23)
%25 = load i32, i32* @GL_LIGHT7
%26 = call i32 @glDisable(i32 %25)
%27 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%28 = load i32, i32* @GL_TRUE
%29 = call i32 @glLightModeli(i32 %27, i32 %28)
%30 = load i32, i32* @GL_LIGHT_MODEL_TWO_SIDE
%31 = load i32, i32* @GL_FALSE
%32 = call i32 @glLightModeli(i32 %30, i32 %31)
%33 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%34 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%35 = call i32 @glLightModelfv(i32 %33, double* %34)
%36 = load i32, i32* @GL_LIGHT0
%37 = load i32, i32* @GL_POSITION
%38 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%39 = call i32 @glLightfv(i32 %36, i32 %37, double* %38)
%40 = load i32, i32* @GL_LIGHT0
%41 = load i32, i32* @GL_AMBIENT
%42 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%43 = call i32 @glLightfv(i32 %40, i32 %41, double* %42)
%44 = load i32, i32* @GL_LIGHT0
%45 = load i32, i32* @GL_DIFFUSE
%46 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%47 = call i32 @glLightfv(i32 %44, i32 %45, double* %46)
%48 = load i32, i32* @GL_LIGHT0
%49 = load i32, i32* @GL_SPECULAR
%50 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%51 = call i32 @glLightfv(i32 %48, i32 %49, double* %50)
%52 = load i32, i32* @GL_LIGHT0
%53 = call i32 @glEnable(i32 %52)
%54 = load i32, i32* @GL_SMOOTH
%55 = call i32 @glShadeModel(i32 %54)
%56 = load i32, i32* @GL_LIGHTING
%57 = call i32 @glEnable(i32 %56)
ret void
}

LLVM IR (-O2):
@__const.MakeLighting.ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@__const.MakeLighting.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.MakeLighting.specular = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@GL_LIGHT0 = global i32 0
@GL_LIGHT1 = global i32 0
@GL_LIGHT2 = global i32 0
@GL_LIGHT3 = global i32 0
@GL_LIGHT4 = global i32 0
@GL_LIGHT5 = global i32 0
@GL_LIGHT6 = global i32 0
@GL_LIGHT7 = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_TRUE = global i32 0
@GL_LIGHT_MODEL_TWO_SIDE = global i32 0
@GL_FALSE = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_POSITION = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SMOOTH = global i32 0
@GL_LIGHTING = global i32 0
define void @MakeLighting() {
%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_LIGHT0
%12 = tail call i32 @glDisable(i32 %11)
%13 = load i32, i32* @GL_LIGHT1
%14 = tail call i32 @glDisable(i32 %13)
%15 = load i32, i32* @GL_LIGHT2
%16 = tail call i32 @glDisable(i32 %15)
%17 = load i32, i32* @GL_LIGHT3
%18 = tail call i32 @glDisable(i32 %17)
%19 = load i32, i32* @GL_LIGHT4
%20 = tail call i32 @glDisable(i32 %19)
%21 = load i32, i32* @GL_LIGHT5
%22 = tail call i32 @glDisable(i32 %21)
%23 = load i32, i32* @GL_LIGHT6
%24 = tail call i32 @glDisable(i32 %23)
%25 = load i32, i32* @GL_LIGHT7
%26 = tail call i32 @glDisable(i32 %25)
%27 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%28 = load i32, i32* @GL_TRUE
%29 = tail call i32 @glLightModeli(i32 %27, i32 %28)
%30 = load i32, i32* @GL_LIGHT_MODEL_TWO_SIDE
%31 = load i32, i32* @GL_FALSE
%32 = tail call i32 @glLightModeli(i32 %30, i32 %31)
%33 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%34 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%35 = call i32 @glLightModelfv(i32 %33, double* %34)
%36 = load i32, i32* @GL_LIGHT0
%37 = load i32, i32* @GL_POSITION
%38 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%39 = call i32 @glLightfv(i32 %36, i32 %37, double* %38)
%40 = load i32, i32* @GL_LIGHT0
%41 = load i32, i32* @GL_AMBIENT
%42 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%43 = call i32 @glLightfv(i32 %40, i32 %41, double* %42)
%44 = load i32, i32* @GL_LIGHT0
%45 = load i32, i32* @GL_DIFFUSE
%46 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%47 = call i32 @glLightfv(i32 %44, i32 %45, double* %46)
%48 = load i32, i32* @GL_LIGHT0
%49 = load i32, i32* @GL_SPECULAR
%50 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%51 = call i32 @glLightfv(i32 %48, i32 %49, double* %50)
%52 = load i32, i32* @GL_LIGHT0
%53 = call i32 @glEnable(i32 %52)
%54 = load i32, i32* @GL_SMOOTH
%55 = call i32 @glShadeModel(i32 %54)
%56 = load i32, i32* @GL_LIGHTING
%57 = call i32 @glEnable(i32 %56)
ret void
}