#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_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_FRONT;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_LIGHT_MODEL_AMBIENT;
int /*<<< orphan*/ GL_SHININESS;
int /*<<< orphan*/ GL_SPECULAR;
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLightModelfv(int /*<<< orphan*/, double *);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glMaterialfv(int /*<<< orphan*/, int /*<<< orphan*/,
                                double *);
void myinit(void) {
  GLfloat mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat mat_diffuse[] = {0.4, 0.4, 0.4, 1.0};
  GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat mat_shininess[] = {15.0};
  GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
  glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0xf0,%rsp
mov    0xe9e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe9b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe98(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe95(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe92(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe8f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe8c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe89(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe86(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe83(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe80(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe7d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe9a(%rip),%rax
mov    %rax,-0x68(%rbp)
mov    0xe0f(%rip),%rax
mov    %rax,-0x90(%rbp)
mov    0xe09(%rip),%rax
mov    %rax,-0x88(%rbp)
mov    0xe03(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe00(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe1d(%rip),%rax
mov    %rax,-0xb0(%rbp)
mov    0xe17(%rip),%rax
mov    %rax,-0xa8(%rbp)
mov    0xe11(%rip),%rax
mov    %rax,-0xa0(%rbp)
mov    0xe0b(%rip),%rax
mov    %rax,-0x98(%rbp)
mov    0xde5(%rip),%rax
mov    %rax,-0xd0(%rbp)
mov    0xddf(%rip),%rax
mov    %rax,-0xc8(%rbp)
mov    0xdd9(%rip),%rax
mov    %rax,-0xc0(%rbp)
mov    0xdd3(%rip),%rax
mov    %rax,-0xb8(%rbp)
mov    0xdcd(%rip),%rax
mov    %rax,-0xf0(%rbp)
mov    0xdc7(%rip),%rax
mov    %rax,-0xe8(%rbp)
mov    0xdc1(%rip),%rax
mov    %rax,-0xe0(%rbp)
mov    0xdbb(%rip),%rax
mov    %rax,-0xd8(%rbp)
mov    0x2d05(%rip),%rax
mov    (%rax),%edi
mov    0x2d1c(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2cea(%rip),%rax
mov    (%rax),%edi
mov    0x2cb9(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2ccf(%rip),%rax
mov    (%rax),%edi
mov    0x2cd6(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2cb4(%rip),%rax
mov    (%rax),%edi
mov    0x2cc3(%rip),%rax
mov    (%rax),%esi
lea    -0x68(%rbp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2c89(%rip),%rax
mov    (%rax),%edi
mov    0x2cb0(%rip),%rax
mov    (%rax),%esi
lea    -0x90(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c6b(%rip),%rax
mov    (%rax),%edi
mov    0x2c4a(%rip),%rax
mov    (%rax),%esi
lea    -0xb0(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c4d(%rip),%rax
mov    (%rax),%edi
mov    0x2c64(%rip),%rax
mov    (%rax),%esi
lea    -0xd0(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2c37(%rip),%rax
mov    (%rax),%edi
lea    -0xf0(%rbp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2c0a(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2c0c(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    0x2bce(%rip),%rax
mov    (%rax),%edi
call   1060 <glDepthFunc@plt>
mov    0x2bd0(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
add    $0xf0,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %r15
push   %r14
push   %r12
push   %rbx
sub    $0xf8,%rsp
movaps 0xecb(%rip),%xmm0
movaps %xmm0,0xe0(%rsp)
movaps 0xeac(%rip),%xmm1
movaps %xmm1,0xd0(%rsp)
movaps 0xe8d(%rip),%xmm2
movaps %xmm2,0xc0(%rsp)
movaps 0xe6e(%rip),%xmm2
movaps %xmm2,0xb0(%rsp)
movaps 0xeaf(%rip),%xmm2
movaps %xmm2,0xa0(%rsp)
movaps 0xe90(%rip),%xmm3
movaps %xmm3,0x90(%rsp)
movabs $0x402e000000000000,%rax
mov    %rax,0x8(%rsp)
movaps %xmm0,0x80(%rsp)
movaps %xmm1,0x70(%rsp)
movaps %xmm2,0x60(%rsp)
movaps %xmm3,0x50(%rsp)
movaps %xmm2,0x40(%rsp)
movaps %xmm3,0x30(%rsp)
movaps 0xe81(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xe65(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
mov    0x2dc9(%rip),%rbx
mov    (%rbx),%edi
mov    0x2de0(%rip),%r14
mov    (%r14),%esi
lea    0xd0(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d7f(%rip),%r15
mov    (%r15),%esi
lea    0xb0(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d9e(%rip),%r12
mov    (%r12),%esi
lea    0x90(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    (%rbx),%edi
mov    0x2d8c(%rip),%rax
mov    (%rax),%esi
lea    0x8(%rsp),%rdx
call   1070 <glMaterialfv@plt>
mov    0x2d51(%rip),%rbx
mov    (%rbx),%edi
mov    (%r14),%esi
lea    0x70(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    (%r15),%esi
lea    0x50(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    (%r12),%esi
lea    0x30(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d24(%rip),%rax
mov    (%rax),%edi
lea    0x10(%rsp),%rsi
call   1040 <glLightModelfv@plt>
mov    0x2cf9(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
mov    (%rbx),%edi
call   1050 <glEnable@plt>
mov    0x2cc4(%rip),%rax
mov    (%rax),%edi
call   1060 <glDepthFunc@plt>
mov    0x2cc6(%rip),%rax
mov    (%rax),%edi
call   1050 <glEnable@plt>
add    $0xf8,%rsp
pop    %rbx
pop    %r12
pop    %r14
pop    %r15
ret

LLVM IR (-O0):
@__const.myinit.mat_ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.mat_diffuse = [4 x double] [double 4.000000e-01, double 4.000000e-01, double 4.000000e-01, double 1.000000e+00]
@__const.myinit.mat_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.mat_shininess = [1 x double] [double 1.500000e+01]
@__const.myinit.light_ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.light_diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.lmodel_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@GL_FRONT = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHTING = global i32 0
@GL_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [1 x double]
%5 = alloca [4 x double]
%6 = alloca [4 x double]
%7 = alloca [4 x double]
%8 = alloca [4 x double]
%9 = bitcast [4 x double]* %1 to i8*
%10 = bitcast [4 x double]* %2 to i8*
%11 = bitcast [4 x double]* %3 to i8*
%12 = bitcast [1 x double]* %4 to i8*
%13 = bitcast [4 x double]* %5 to i8*
%14 = bitcast [4 x double]* %6 to i8*
%15 = bitcast [4 x double]* %7 to i8*
%16 = bitcast [4 x double]* %8 to i8*
%17 = load i32, i32* @GL_FRONT
%18 = load i32, i32* @GL_AMBIENT
%19 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%20 = call i32 @glMaterialfv(i32 %17, i32 %18, double* %19)
%21 = load i32, i32* @GL_FRONT
%22 = load i32, i32* @GL_DIFFUSE
%23 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%24 = call i32 @glMaterialfv(i32 %21, i32 %22, double* %23)
%25 = load i32, i32* @GL_FRONT
%26 = load i32, i32* @GL_SPECULAR
%27 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%28 = call i32 @glMaterialfv(i32 %25, i32 %26, double* %27)
%29 = load i32, i32* @GL_FRONT
%30 = load i32, i32* @GL_SHININESS
%31 = getelementptr inbounds [1 x double], [1 x double]* %4, i64 0, i64 0
%32 = call i32 @glMaterialfv(i32 %29, i32 %30, double* %31)
%33 = load i32, i32* @GL_LIGHT0
%34 = load i32, i32* @GL_AMBIENT
%35 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%36 = call i32 @glLightfv(i32 %33, i32 %34, double* %35)
%37 = load i32, i32* @GL_LIGHT0
%38 = load i32, i32* @GL_DIFFUSE
%39 = getelementptr inbounds [4 x double], [4 x double]* %6, i64 0, i64 0
%40 = call i32 @glLightfv(i32 %37, i32 %38, double* %39)
%41 = load i32, i32* @GL_LIGHT0
%42 = load i32, i32* @GL_SPECULAR
%43 = getelementptr inbounds [4 x double], [4 x double]* %7, i64 0, i64 0
%44 = call i32 @glLightfv(i32 %41, i32 %42, double* %43)
%45 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%46 = getelementptr inbounds [4 x double], [4 x double]* %8, i64 0, i64 0
%47 = call i32 @glLightModelfv(i32 %45, double* %46)
%48 = load i32, i32* @GL_LIGHTING
%49 = call i32 @glEnable(i32 %48)
%50 = load i32, i32* @GL_LIGHT0
%51 = call i32 @glEnable(i32 %50)
%52 = load i32, i32* @GL_LESS
%53 = call i32 @glDepthFunc(i32 %52)
%54 = load i32, i32* @GL_DEPTH_TEST
%55 = call i32 @glEnable(i32 %54)
ret void
}

LLVM IR (-O2):
@__const.myinit.mat_diffuse = [4 x double] [double 4.000000e-01, double 4.000000e-01, double 4.000000e-01, double 1.000000e+00]
@__const.myinit.light_ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.light_specular = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.lmodel_ambient = [4 x double] [double 2.000000e-01, double 2.000000e-01, double 2.000000e-01, double 1.000000e+00]
@GL_FRONT = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_SPECULAR = global i32 0
@GL_SHININESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHTING = global i32 0
@GL_LESS = global i32 0
@GL_DEPTH_TEST = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [1 x double]
%5 = alloca [4 x double]
%6 = alloca [4 x double]
%7 = alloca [4 x double]
%8 = alloca [4 x double]
%9 = bitcast [4 x double]* %1 to i8*
%10 = bitcast [4 x double]* %2 to i8*
%11 = bitcast [4 x double]* %3 to i8*
%12 = bitcast [1 x double]* %4 to i8*
%13 = bitcast [1 x double]* %4 to i64*
store i64 4624633867356078080, i64* %13
%14 = bitcast [4 x double]* %5 to i8*
%15 = bitcast [4 x double]* %6 to i8*
%16 = bitcast [4 x double]* %7 to i8*
%17 = bitcast [4 x double]* %8 to i8*
%18 = load i32, i32* @GL_FRONT
%19 = load i32, i32* @GL_AMBIENT
%20 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%21 = call i32 @glMaterialfv(i32 %18, i32 %19, double* %20)
%22 = load i32, i32* @GL_FRONT
%23 = load i32, i32* @GL_DIFFUSE
%24 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%25 = call i32 @glMaterialfv(i32 %22, i32 %23, double* %24)
%26 = load i32, i32* @GL_FRONT
%27 = load i32, i32* @GL_SPECULAR
%28 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%29 = call i32 @glMaterialfv(i32 %26, i32 %27, double* %28)
%30 = load i32, i32* @GL_FRONT
%31 = load i32, i32* @GL_SHININESS
%32 = getelementptr inbounds [1 x double], [1 x double]* %4, i64 0, i64 0
%33 = call i32 @glMaterialfv(i32 %30, i32 %31, double* %32)
%34 = load i32, i32* @GL_LIGHT0
%35 = load i32, i32* @GL_AMBIENT
%36 = getelementptr inbounds [4 x double], [4 x double]* %5, i64 0, i64 0
%37 = call i32 @glLightfv(i32 %34, i32 %35, double* %36)
%38 = load i32, i32* @GL_LIGHT0
%39 = load i32, i32* @GL_DIFFUSE
%40 = getelementptr inbounds [4 x double], [4 x double]* %6, i64 0, i64 0
%41 = call i32 @glLightfv(i32 %38, i32 %39, double* %40)
%42 = load i32, i32* @GL_LIGHT0
%43 = load i32, i32* @GL_SPECULAR
%44 = getelementptr inbounds [4 x double], [4 x double]* %7, i64 0, i64 0
%45 = call i32 @glLightfv(i32 %42, i32 %43, double* %44)
%46 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%47 = getelementptr inbounds [4 x double], [4 x double]* %8, i64 0, i64 0
%48 = call i32 @glLightModelfv(i32 %46, double* %47)
%49 = load i32, i32* @GL_LIGHTING
%50 = call i32 @glEnable(i32 %49)
%51 = load i32, i32* @GL_LIGHT0
%52 = call i32 @glEnable(i32 %51)
%53 = load i32, i32* @GL_LESS
%54 = call i32 @glDepthFunc(i32 %53)
%55 = load i32, i32* @GL_DEPTH_TEST
%56 = call i32 @glEnable(i32 %55)
ret void
}