#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_LEQUAL;
int /*<<< orphan*/ GL_LIGHT_MODEL_LOCAL_VIEWER;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ GL_TRUE;
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glFrustum(double, double, double, double, double, double);
int /*<<< orphan*/ glLightModeli(int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glTranslatef(double, double, double);
void initialize(void) {
  glMatrixMode(GL_PROJECTION);
  glFrustum(-0.50, 0.50, -0.50, 0.50, 1.0, 3.0);
  glMatrixMode(GL_MODELVIEW);
  glTranslatef(0.0, 0.0, -2.0);
  glDepthFunc(GL_LEQUAL);
  glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
}


x86 assembly (clang, -O0):
<initialize>:
push   %rbp
mov    %rsp,%rbp
mov    0x2e65(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
movsd  0xe9e(%rip),%xmm2
movsd  0xe9e(%rip),%xmm3
movsd  0xe9e(%rip),%xmm4
movsd  0xe9e(%rip),%xmm5
movaps %xmm2,%xmm0
movaps %xmm3,%xmm1
call   1050 <glFrustum@plt>
mov    0x2e54(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xorps  %xmm1,%xmm1
movsd  0xe5a(%rip),%xmm2
movaps %xmm1,%xmm0
call   1070 <glTranslatef@plt>
mov    0x2e13(%rip),%rax
mov    (%rax),%edi
call   1040 <glDepthFunc@plt>
mov    0x2e0d(%rip),%rax
mov    (%rax),%edi
mov    0x2e0c(%rip),%rax
mov    (%rax),%esi
call   1060 <glLightModeli@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<initialize>:
push   %rax
mov    0x2e68(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
movsd  0xe99(%rip),%xmm0
movsd  0xe99(%rip),%xmm1
movsd  0xe99(%rip),%xmm4
movsd  0xe99(%rip),%xmm5
movaps %xmm0,%xmm2
movaps %xmm1,%xmm3
call   1050 <glFrustum@plt>
mov    0x2e57(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
movsd  0xe80(%rip),%xmm2
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
call   1070 <glTranslatef@plt>
mov    0x2e16(%rip),%rax
mov    (%rax),%edi
call   1040 <glDepthFunc@plt>
mov    0x2e10(%rip),%rax
mov    (%rax),%edi
mov    0x2e0f(%rip),%rax
mov    (%rax),%esi
pop    %rax
jmp    1060 <glLightModeli@plt>

LLVM IR (-O0):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_LEQUAL = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_TRUE = global i32 0
define void @initialize() {
%1 = load i32, i32* @GL_PROJECTION
%2 = call i32 @glMatrixMode(i32 %1)
%3 = call i32 @glFrustum(double -5.000000e-01, double 5.000000e-01, double -5.000000e-01, double 5.000000e-01, double 1.000000e+00, double 3.000000e+00)
%4 = load i32, i32* @GL_MODELVIEW
%5 = call i32 @glMatrixMode(i32 %4)
%6 = call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -2.000000e+00)
%7 = load i32, i32* @GL_LEQUAL
%8 = call i32 @glDepthFunc(i32 %7)
%9 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%10 = load i32, i32* @GL_TRUE
%11 = call i32 @glLightModeli(i32 %9, i32 %10)
ret void
}

LLVM IR (-O2):
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GL_LEQUAL = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_TRUE = global i32 0
define void @initialize() {
%1 = load i32, i32* @GL_PROJECTION
%2 = tail call i32 @glMatrixMode(i32 %1)
%3 = tail call i32 @glFrustum(double -5.000000e-01, double 5.000000e-01, double -5.000000e-01, double 5.000000e-01, double 1.000000e+00, double 3.000000e+00)
%4 = load i32, i32* @GL_MODELVIEW
%5 = tail call i32 @glMatrixMode(i32 %4)
%6 = tail call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -2.000000e+00)
%7 = load i32, i32* @GL_LEQUAL
%8 = tail call i32 @glDepthFunc(i32 %7)
%9 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%10 = load i32, i32* @GL_TRUE
%11 = tail call i32 @glLightModeli(i32 %9, i32 %10)
ret void
}