#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_AMBIENT;
int /*<<< orphan*/ GL_CW;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FRONT_AND_BACK;
int /*<<< orphan*/ GL_LEQUAL;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_LIGHT_MODEL_AMBIENT;
int /*<<< orphan*/ GL_LIGHT_MODEL_LOCAL_VIEWER;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ InitFishs();
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glFrontFace(int /*<<< orphan*/);
int /*<<< orphan*/ glLightModelfv(int /*<<< orphan*/, float *);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, float *);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                float *);
void Init(void) {
  static float ambient[] = {0.1, 0.1, 0.1, 1.0};
  static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
  static float position[] = {0.0, 1.0, 0.0, 0.0};
  static float mat_shininess[] = {90.0};
  static float mat_specular[] = {0.8, 0.8, 0.8, 1.0};
  static float mat_diffuse[] = {0.46, 0.66, 0.795, 1.0};
  static float mat_ambient[] = {0.0, 0.1, 0.2, 1.0};
  static float lmodel_ambient[] = {0.4, 0.4, 0.4, 1.0};
  static float lmodel_localviewer[] = {0.0};
  glFrontFace(GL_CW);
  glDepthFunc(GL_LEQUAL);
  glEnable(GL_DEPTH_TEST);
  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, lmodel_localviewer);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
  InitFishs();
  glClearColor(0.0, 0.5, 0.9, 0.0);
}


x86 assembly (clang, -O0):
<Init>:
push   %rbp
mov    %rsp,%rbp
mov    0x2ded(%rip),%rax
mov    (%rax),%edi
call   1090 <glFrontFace@plt>
mov    0x2e07(%rip),%rax
mov    (%rax),%edi
call   1060 <glDepthFunc@plt>
mov    0x2de1(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2e0b(%rip),%rax
mov    (%rax),%edi
mov    0x2e32(%rip),%rax
mov    (%rax),%esi
lea    0x2ea9(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2ded(%rip),%rax
mov    (%rax),%edi
mov    0x2db4(%rip),%rax
mov    (%rax),%esi
lea    0x2e9b(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2dcf(%rip),%rax
mov    (%rax),%edi
mov    0x2db6(%rip),%rax
mov    (%rax),%esi
lea    0x2e8d(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2dc1(%rip),%rax
mov    (%rax),%edi
lea    0x2ec8(%rip),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d84(%rip),%rax
mov    (%rax),%edi
lea    0x2ec7(%rip),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d5f(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d79(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2d73(%rip),%rax
mov    (%rax),%edi
mov    0x2d8a(%rip),%rax
mov    (%rax),%esi
lea    0x2e39(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    0x2d55(%rip),%rax
mov    (%rax),%edi
mov    0x2d64(%rip),%rax
mov    (%rax),%esi
lea    0x2e2b(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    0x2d37(%rip),%rax
mov    (%rax),%edi
mov    0x2cf6(%rip),%rax
mov    (%rax),%esi
lea    0x2e1d(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    0x2d19(%rip),%rax
mov    (%rax),%edi
mov    0x2d38(%rip),%rax
mov    (%rax),%esi
lea    0x2e0f(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    $0x0,%al
call   1080 <InitFishs@plt>
xorps  %xmm3,%xmm3
movsd  0xd28(%rip),%xmm1
movsd  0xd28(%rip),%xmm2
movaps %xmm3,%xmm0
call   1070 <glClearColor@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<Init>:
push   %r15
push   %r14
push   %rbx
mov    0x2dec(%rip),%rax
mov    (%rax),%edi
call   1090 <glFrontFace@plt>
mov    0x2e06(%rip),%rax
mov    (%rax),%edi
call   1060 <glDepthFunc@plt>
mov    0x2de0(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2e0a(%rip),%rbx
mov    (%rbx),%edi
mov    0x2e31(%rip),%r14
mov    (%r14),%esi
lea    0x2ea7(%rip),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2db9(%rip),%r15
mov    (%r15),%esi
lea    0x2e9f(%rip),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2dc1(%rip),%rax
mov    (%rax),%esi
lea    0x2e98(%rip),%rdx
call   1030 <glLightfv@plt>
mov    0x2dcc(%rip),%rax
mov    (%rax),%edi
lea    0x2ed3(%rip),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d8f(%rip),%rax
mov    (%rax),%edi
lea    0x2ed2(%rip),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2d6a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2d85(%rip),%rbx
mov    (%rbx),%edi
mov    0x2d9c(%rip),%rax
mov    (%rax),%esi
lea    0x2e4b(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d7d(%rip),%rax
mov    (%rax),%esi
lea    0x2e44(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    (%r15),%esi
lea    0x2e43(%rip),%rdx
call   10a0 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    (%r14),%esi
lea    0x2e42(%rip),%rdx
call   10a0 <glMaterialfv@plt>
xor    %eax,%eax
call   1080 <InitFishs@plt>
movsd  0xd5e(%rip),%xmm1
movsd  0xd5e(%rip),%xmm2
xorps  %xmm0,%xmm0
xorps  %xmm3,%xmm3
pop    %rbx
pop    %r14
pop    %r15
jmp    1070 <glClearColor@plt>

LLVM IR (-O0):
@Init.ambient = internal global [4 x float] [float 0x3FB99999A0000000, float 0x3FB99999A0000000, float 0x3FB99999A0000000, float 1.000000e+00]
@Init.diffuse = internal global [4 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@Init.position = internal global [4 x float] [float 0.000000e+00, float 1.000000e+00, float 0.000000e+00, float 0.000000e+00]
@Init.mat_shininess = internal global [1 x float] [float 9.000000e+01]
@Init.mat_specular = internal global [4 x float] [float 0x3FE99999A0000000, float 0x3FE99999A0000000, float 0x3FE99999A0000000, float 1.000000e+00]
@Init.mat_diffuse = internal global [4 x float] [float 0x3FDD70A3E0000000, float 0x3FE51EB860000000, float 0x3FE970A3E0000000, float 1.000000e+00]
@Init.mat_ambient = internal global [4 x float] [float 0.000000e+00, float 0x3FB99999A0000000, float 0x3FC99999A0000000, float 1.000000e+00]
@Init.lmodel_ambient = internal global [4 x float] [float 0x3FD99999A0000000, float 0x3FD99999A0000000, float 0x3FD99999A0000000, float 1.000000e+00]
@Init.lmodel_localviewer = internal global [1 x float] zeroinitializer
@GL_CW = global i32 0
@GL_LEQUAL = global i32 0
@GL_DEPTH_TEST = global i32 0
@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_LIGHTING = global i32 0
@GL_FRONT_AND_BACK = global i32 0
@GL_SHININESS = global i32 0
@GL_SPECULAR = global i32 0
define void @Init() {
%1 = load i32, i32* @GL_CW
%2 = call i32 @glFrontFace(i32 %1)
%3 = load i32, i32* @GL_LEQUAL
%4 = call i32 @glDepthFunc(i32 %3)
%5 = load i32, i32* @GL_DEPTH_TEST
%6 = call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_LIGHT0
%8 = load i32, i32* @GL_AMBIENT
%9 = call i32 @glLightfv(i32 %7, i32 %8, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.ambient, i64 0, i64 0))
%10 = load i32, i32* @GL_LIGHT0
%11 = load i32, i32* @GL_DIFFUSE
%12 = call i32 @glLightfv(i32 %10, i32 %11, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.diffuse, i64 0, i64 0))
%13 = load i32, i32* @GL_LIGHT0
%14 = load i32, i32* @GL_POSITION
%15 = call i32 @glLightfv(i32 %13, i32 %14, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.position, i64 0, i64 0))
%16 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%17 = call i32 @glLightModelfv(i32 %16, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.lmodel_ambient, i64 0, i64 0))
%18 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%19 = call i32 @glLightModelfv(i32 %18, float* getelementptr inbounds ([1 x float], [1 x float]* @Init.lmodel_localviewer, i64 0, i64 0))
%20 = load i32, i32* @GL_LIGHTING
%21 = call i32 @glEnable(i32 %20)
%22 = load i32, i32* @GL_LIGHT0
%23 = call i32 @glEnable(i32 %22)
%24 = load i32, i32* @GL_FRONT_AND_BACK
%25 = load i32, i32* @GL_SHININESS
%26 = call i32 @glMaterialfv(i32 %24, i32 %25, float* getelementptr inbounds ([1 x float], [1 x float]* @Init.mat_shininess, i64 0, i64 0))
%27 = load i32, i32* @GL_FRONT_AND_BACK
%28 = load i32, i32* @GL_SPECULAR
%29 = call i32 @glMaterialfv(i32 %27, i32 %28, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_specular, i64 0, i64 0))
%30 = load i32, i32* @GL_FRONT_AND_BACK
%31 = load i32, i32* @GL_DIFFUSE
%32 = call i32 @glMaterialfv(i32 %30, i32 %31, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_diffuse, i64 0, i64 0))
%33 = load i32, i32* @GL_FRONT_AND_BACK
%34 = load i32, i32* @GL_AMBIENT
%35 = call i32 @glMaterialfv(i32 %33, i32 %34, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_ambient, i64 0, i64 0))
%36 = call i32 (...) @InitFishs()
%37 = call i32 @glClearColor(double 0.000000e+00, double 5.000000e-01, double 9.000000e-01, double 0.000000e+00)
ret void
}

LLVM IR (-O2):
@Init.ambient = internal global [4 x float] [float 0x3FB99999A0000000, float 0x3FB99999A0000000, float 0x3FB99999A0000000, float 1.000000e+00]
@Init.diffuse = internal global [4 x float] [float 1.000000e+00, float 1.000000e+00, float 1.000000e+00, float 1.000000e+00]
@Init.position = internal global [4 x float] [float 0.000000e+00, float 1.000000e+00, float 0.000000e+00, float 0.000000e+00]
@Init.mat_shininess = internal global [1 x float] [float 9.000000e+01]
@Init.mat_specular = internal global [4 x float] [float 0x3FE99999A0000000, float 0x3FE99999A0000000, float 0x3FE99999A0000000, float 1.000000e+00]
@Init.mat_diffuse = internal global [4 x float] [float 0x3FDD70A3E0000000, float 0x3FE51EB860000000, float 0x3FE970A3E0000000, float 1.000000e+00]
@Init.mat_ambient = internal global [4 x float] [float 0.000000e+00, float 0x3FB99999A0000000, float 0x3FC99999A0000000, float 1.000000e+00]
@Init.lmodel_ambient = internal global [4 x float] [float 0x3FD99999A0000000, float 0x3FD99999A0000000, float 0x3FD99999A0000000, float 1.000000e+00]
@Init.lmodel_localviewer = internal global [1 x float] zeroinitializer
@GL_CW = global i32 0
@GL_LEQUAL = global i32 0
@GL_DEPTH_TEST = global i32 0
@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_LIGHTING = global i32 0
@GL_FRONT_AND_BACK = global i32 0
@GL_SHININESS = global i32 0
@GL_SPECULAR = global i32 0
define void @Init() {
%1 = load i32, i32* @GL_CW
%2 = tail call i32 @glFrontFace(i32 %1)
%3 = load i32, i32* @GL_LEQUAL
%4 = tail call i32 @glDepthFunc(i32 %3)
%5 = load i32, i32* @GL_DEPTH_TEST
%6 = tail call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_LIGHT0
%8 = load i32, i32* @GL_AMBIENT
%9 = tail call i32 @glLightfv(i32 %7, i32 %8, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.ambient, i64 0, i64 0))
%10 = load i32, i32* @GL_LIGHT0
%11 = load i32, i32* @GL_DIFFUSE
%12 = tail call i32 @glLightfv(i32 %10, i32 %11, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.diffuse, i64 0, i64 0))
%13 = load i32, i32* @GL_LIGHT0
%14 = load i32, i32* @GL_POSITION
%15 = tail call i32 @glLightfv(i32 %13, i32 %14, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.position, i64 0, i64 0))
%16 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%17 = tail call i32 @glLightModelfv(i32 %16, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.lmodel_ambient, i64 0, i64 0))
%18 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%19 = tail call i32 @glLightModelfv(i32 %18, float* getelementptr inbounds ([1 x float], [1 x float]* @Init.lmodel_localviewer, i64 0, i64 0))
%20 = load i32, i32* @GL_LIGHTING
%21 = tail call i32 @glEnable(i32 %20)
%22 = load i32, i32* @GL_LIGHT0
%23 = tail call i32 @glEnable(i32 %22)
%24 = load i32, i32* @GL_FRONT_AND_BACK
%25 = load i32, i32* @GL_SHININESS
%26 = tail call i32 @glMaterialfv(i32 %24, i32 %25, float* getelementptr inbounds ([1 x float], [1 x float]* @Init.mat_shininess, i64 0, i64 0))
%27 = load i32, i32* @GL_FRONT_AND_BACK
%28 = load i32, i32* @GL_SPECULAR
%29 = tail call i32 @glMaterialfv(i32 %27, i32 %28, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_specular, i64 0, i64 0))
%30 = load i32, i32* @GL_FRONT_AND_BACK
%31 = load i32, i32* @GL_DIFFUSE
%32 = tail call i32 @glMaterialfv(i32 %30, i32 %31, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_diffuse, i64 0, i64 0))
%33 = load i32, i32* @GL_FRONT_AND_BACK
%34 = load i32, i32* @GL_AMBIENT
%35 = tail call i32 @glMaterialfv(i32 %33, i32 %34, float* getelementptr inbounds ([4 x float], [4 x float]* @Init.mat_ambient, i64 0, i64 0))
%36 = tail call i32 (...) @InitFishs()
%37 = tail call i32 @glClearColor(double 0.000000e+00, double 5.000000e-01, double 9.000000e-01, double 0.000000e+00)
ret void
}