#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_COLOR_BUFFER_BIT;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ GL_SMOOTH;
int /*<<< orphan*/ glClear(int /*<<< orphan*/);
int /*<<< orphan*/ glClearColor(float, float, float, float);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(double, double, double, double, double, double);
int /*<<< orphan*/ glShadeModel(int /*<<< orphan*/);
void init(void) {
  glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  glClear(GL_COLOR_BUFFER_BIT);
  glShadeModel(GL_SMOOTH);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
xorps  %xmm2,%xmm2
movss  0xea1(%rip),%xmm3
movaps %xmm2,%xmm0
movaps %xmm2,%xmm1
call   1060 <glClearColor@plt>
mov    0x2e4f(%rip),%rax
mov    (%rax),%edi
call   1030 <glClear@plt>
mov    0x2e39(%rip),%rax
mov    (%rax),%edi
call   1080 <glShadeModel@plt>
mov    0x2e3b(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
mov    $0x0,%al
call   1070 <glLoadIdentity@plt>
xorps  %xmm2,%xmm2
movsd  0xe4a(%rip),%xmm5
movsd  0xe4a(%rip),%xmm4
movaps %xmm2,%xmm0
movaps %xmm5,%xmm1
movaps %xmm5,%xmm3
call   1050 <glOrtho@plt>
mov    0x2e15(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
mov    $0x0,%al
call   1070 <glLoadIdentity@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %rax
movss  0xe97(%rip),%xmm3
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
call   1060 <glClearColor@plt>
mov    0x2e52(%rip),%rax
mov    (%rax),%edi
call   1030 <glClear@plt>
mov    0x2e3c(%rip),%rax
mov    (%rax),%edi
call   1080 <glShadeModel@plt>
mov    0x2e3e(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
xor    %eax,%eax
call   1070 <glLoadIdentity@plt>
movsd  0xe58(%rip),%xmm4
movsd  0xe58(%rip),%xmm1
xorps  %xmm0,%xmm0
xorps  %xmm2,%xmm2
movaps %xmm1,%xmm3
movaps %xmm1,%xmm5
call   1050 <glOrtho@plt>
mov    0x2e18(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
xor    %eax,%eax
pop    %rcx
jmp    1070 <glLoadIdentity@plt>

LLVM IR (-O0):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_SMOOTH = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @init() {
%1 = call i32 @glClearColor(float 0.000000e+00, float 0.000000e+00, float 0.000000e+00, float 1.000000e+00)
%2 = load i32, i32* @GL_COLOR_BUFFER_BIT
%3 = call i32 @glClear(i32 %2)
%4 = load i32, i32* @GL_SMOOTH
%5 = call i32 @glShadeModel(i32 %4)
%6 = load i32, i32* @GL_PROJECTION
%7 = call i32 @glMatrixMode(i32 %6)
%8 = call i32 (...) @glLoadIdentity()
%9 = call i32 @glOrtho(double 0.000000e+00, double 1.000000e+00, double 0.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00)
%10 = load i32, i32* @GL_MODELVIEW
%11 = call i32 @glMatrixMode(i32 %10)
%12 = call i32 (...) @glLoadIdentity()
ret void
}

LLVM IR (-O2):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_SMOOTH = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
define void @init() {
%1 = tail call i32 @glClearColor(float 0.000000e+00, float 0.000000e+00, float 0.000000e+00, float 1.000000e+00)
%2 = load i32, i32* @GL_COLOR_BUFFER_BIT
%3 = tail call i32 @glClear(i32 %2)
%4 = load i32, i32* @GL_SMOOTH
%5 = tail call i32 @glShadeModel(i32 %4)
%6 = load i32, i32* @GL_PROJECTION
%7 = tail call i32 @glMatrixMode(i32 %6)
%8 = tail call i32 (...) @glLoadIdentity()
%9 = tail call i32 @glOrtho(double 0.000000e+00, double 1.000000e+00, double 0.000000e+00, double 1.000000e+00, double -1.000000e+00, double 1.000000e+00)
%10 = load i32, i32* @GL_MODELVIEW
%11 = tail call i32 @glMatrixMode(i32 %10)
%12 = tail call i32 (...) @glLoadIdentity()
ret void
}