#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_DEPTH_TEST;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ GL_SMOOTH;
int /*<<< orphan*/ InitMaterials();
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glFrustum(double, double, double, double, int, int);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
int /*<<< orphan*/ glTranslatef(double, double, double);
void Init(void) {
  glClearColor(0.0, 0.0, 0.0, 0.0);
  glShadeModel(GL_SMOOTH);
  glEnable(GL_DEPTH_TEST);
  InitMaterials();
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(-1.0, 1.0, -1.0, 1.0, 5, 25);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(0.0, 0.0, -6.0);
}


x86 assembly (clang, -O0):
<Init>:
push   %rbp
mov    %rsp,%rbp
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   1050 <glClearColor@plt>
mov    0x2e34(%rip),%rax
mov    (%rax),%edi
call   10a0 <glShadeModel@plt>
mov    0x2e1e(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
mov    $0x0,%al
call   1080 <InitMaterials@plt>
mov    0x2e19(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glLoadIdentity@plt>
movsd  0xe33(%rip),%xmm2
movsd  0xe33(%rip),%xmm3
mov    $0x5,%edi
mov    $0x19,%esi
movaps %xmm2,%xmm0
movaps %xmm3,%xmm1
call   1070 <glFrustum@plt>
mov    0x2def(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
mov    $0x0,%al
call   1060 <glLoadIdentity@plt>
xorps  %xmm1,%xmm1
movsd  0xdee(%rip),%xmm2
movaps %xmm1,%xmm0
call   1090 <glTranslatef@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<Init>:
push   %rax
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
call   1050 <glClearColor@plt>
mov    0x2e37(%rip),%rax
mov    (%rax),%edi
call   10a0 <glShadeModel@plt>
mov    0x2e21(%rip),%rax
mov    (%rax),%edi
call   1040 <glEnable@plt>
xor    %eax,%eax
call   1080 <InitMaterials@plt>
mov    0x2e1c(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1060 <glLoadIdentity@plt>
movsd  0xe2e(%rip),%xmm0
movsd  0xe2e(%rip),%xmm1
movaps %xmm0,%xmm2
movaps %xmm1,%xmm3
mov    $0x5,%edi
mov    $0x19,%esi
call   1070 <glFrustum@plt>
mov    0x2df2(%rip),%rax
mov    (%rax),%edi
call   1030 <glMatrixMode@plt>
xor    %eax,%eax
call   1060 <glLoadIdentity@plt>
movsd  0xe04(%rip),%xmm2
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
pop    %rax
jmp    1090 <glTranslatef@plt>

LLVM IR (-O0):
@GL_SMOOTH = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @Init() {
%1 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%2 = load i32, i32* @GL_SMOOTH
%3 = call i32 @glShadeModel(i32 %2)
%4 = load i32, i32* @GL_DEPTH_TEST
%5 = call i32 @glEnable(i32 %4)
%6 = call i32 (...) @InitMaterials()
%7 = load i32, i32* @GL_PROJECTION
%8 = call i32 @glMatrixMode(i32 %7)
%9 = call i32 (...) @glLoadIdentity()
%10 = call i32 @glFrustum(double -1.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00, i32 5, i32 25)
%11 = load i32, i32* @GL_MODELVIEW
%12 = call i32 @glMatrixMode(i32 %11)
%13 = call i32 (...) @glLoadIdentity()
%14 = call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -6.000000e+00)
ret void
}

LLVM IR (-O2):
@GL_SMOOTH = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @Init() {
%1 = tail call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%2 = load i32, i32* @GL_SMOOTH
%3 = tail call i32 @glShadeModel(i32 %2)
%4 = load i32, i32* @GL_DEPTH_TEST
%5 = tail call i32 @glEnable(i32 %4)
%6 = tail call i32 (...) @InitMaterials()
%7 = load i32, i32* @GL_PROJECTION
%8 = tail call i32 @glMatrixMode(i32 %7)
%9 = tail call i32 (...) @glLoadIdentity()
%10 = tail call i32 @glFrustum(double -1.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00, i32 5, i32 25)
%11 = load i32, i32* @GL_MODELVIEW
%12 = tail call i32 @glMatrixMode(i32 %11)
%13 = tail call i32 (...) @glLoadIdentity()
%14 = tail call i32 @glTranslatef(double 0.000000e+00, double 0.000000e+00, double -6.000000e+00)
ret void
}