#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_MATERIAL;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHT1;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_NORMALIZE;
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ load_GLtextures();
void init() {
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_COLOR_MATERIAL);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHT1);
  glEnable(GL_NORMALIZE);
  load_GLtextures();
}


x86 assembly (clang, -O0):
<init>:
push   %rbp
mov    %rsp,%rbp
mov    0x2e95(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2ea7(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e81(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e93(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e55(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e5f(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    $0x0,%al
call   1040 <load_GLtextures@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<init>:
push   %rax
mov    0x2e98(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2eaa(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e84(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e96(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e58(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
mov    0x2e62(%rip),%rax
mov    (%rax),%edi
call   1030 <glEnable@plt>
xor    %eax,%eax
pop    %rcx
jmp    1040 <load_GLtextures@plt>

LLVM IR (-O0):
@GL_DEPTH_TEST = global i32 0
@GL_COLOR_MATERIAL = global i32 0
@GL_LIGHTING = global i32 0
@GL_LIGHT0 = global i32 0
@GL_LIGHT1 = global i32 0
@GL_NORMALIZE = global i32 0
define void @init() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = call i32 @glEnable(i32 %1)
%3 = load i32, i32* @GL_COLOR_MATERIAL
%4 = call i32 @glEnable(i32 %3)
%5 = load i32, i32* @GL_LIGHTING
%6 = call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_LIGHT0
%8 = call i32 @glEnable(i32 %7)
%9 = load i32, i32* @GL_LIGHT1
%10 = call i32 @glEnable(i32 %9)
%11 = load i32, i32* @GL_NORMALIZE
%12 = call i32 @glEnable(i32 %11)
%13 = call i32 (...) @load_GLtextures()
ret void
}

LLVM IR (-O2):
@GL_DEPTH_TEST = global i32 0
@GL_COLOR_MATERIAL = global i32 0
@GL_LIGHTING = global i32 0
@GL_LIGHT0 = global i32 0
@GL_LIGHT1 = global i32 0
@GL_NORMALIZE = global i32 0
define void @init() {
%1 = load i32, i32* @GL_DEPTH_TEST
%2 = tail call i32 @glEnable(i32 %1)
%3 = load i32, i32* @GL_COLOR_MATERIAL
%4 = tail call i32 @glEnable(i32 %3)
%5 = load i32, i32* @GL_LIGHTING
%6 = tail call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_LIGHT0
%8 = tail call i32 @glEnable(i32 %7)
%9 = load i32, i32* @GL_LIGHT1
%10 = tail call i32 @glEnable(i32 %9)
%11 = load i32, i32* @GL_NORMALIZE
%12 = tail call i32 @glEnable(i32 %11)
%13 = tail call i32 (...) @load_GLtextures()
ret void
}