#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*/ GLUT_STROKE_ROMAN;
int GL_COLOR_BUFFER_BIT;
int GL_DEPTH_BUFFER_BIT;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_PROJECTION;
int /*<<< orphan*/ glClear(int);
int /*<<< orphan*/ glColor3f(int, int, int);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
int /*<<< orphan*/ glOrtho(double, double, double, double, double, double);
int /*<<< orphan*/ glRotatef(int, int, int, int);
int /*<<< orphan*/ glScaled(double, double, double);
int /*<<< orphan*/ glTranslatef(int, int /*<<< orphan*/, int /*<<< orphan*/);
int /*<<< orphan*/ gluLookAt(int, int, int, double, double, double, double,
                             double, double);
int /*<<< orphan*/ glutStrokeCharacter(int /*<<< orphan*/, char);
int /*<<< orphan*/ glutSwapBuffers();
void redraw() {
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glEnable(GL_DEPTH_TEST);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-2.0, 2.0, -2.0, 2.0, -2.0, 500.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(2, 2, 2, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  glScaled(.005, .005, .005);
  glRotatef(20, 0, 1, 0);
  glRotatef(30, 0, 0, 1);
  glRotatef(5, 1, 0, 0);
  glTranslatef(-300, 0, 0);
  glColor3f(1, 1, 1);
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'H');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'e');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'l');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'l');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'o');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'W');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'o');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'r');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'l');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, 'd');
  glutStrokeCharacter(GLUT_STROKE_ROMAN, '!');
  glutSwapBuffers();
}


x86 assembly (clang, -O0):
<redraw>:
push   %rbp
mov    %rsp,%rbp
mov    0x2df5(%rip),%rax
mov    (%rax),%edi
mov    0x2e14(%rip),%rax
or     (%rax),%edi
call   1040 <glClear@plt>
mov    0x2dd6(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2dd8(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
mov    $0x0,%al
call   10a0 <glLoadIdentity@plt>
movsd  0xe0a(%rip),%xmm4
movsd  0xe0a(%rip),%xmm3
movsd  0xe0a(%rip),%xmm5
movaps %xmm4,%xmm0
movaps %xmm3,%xmm1
movaps %xmm4,%xmm2
call   1080 <glOrtho@plt>
mov    0x2db5(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
mov    $0x0,%al
call   10a0 <glLoadIdentity@plt>
mov    $0x2,%edx
xorps  %xmm5,%xmm5
movsd  0xdbf(%rip),%xmm4
mov    %edx,%edi
mov    %edx,%esi
movaps %xmm5,%xmm0
movaps %xmm5,%xmm1
movaps %xmm5,%xmm2
movaps %xmm5,%xmm3
call   1030 <gluLookAt@plt>
movsd  0xd9a(%rip),%xmm2
movaps %xmm2,%xmm0
movaps %xmm2,%xmm1
call   10c0 <glScaled@plt>
mov    $0x14,%edi
xor    %ecx,%ecx
mov    $0x1,%edx
mov    %ecx,%esi
call   10e0 <glRotatef@plt>
mov    $0x1e,%edi
xor    %edx,%edx
mov    $0x1,%ecx
mov    %edx,%esi
call   10e0 <glRotatef@plt>
mov    $0x5,%edi
mov    $0x1,%esi
xor    %ecx,%ecx
mov    %ecx,%edx
call   10e0 <glRotatef@plt>
mov    $0xfffffed4,%edi
xor    %edx,%edx
mov    %edx,%esi
call   10d0 <glTranslatef@plt>
mov    $0x1,%edx
mov    %edx,%edi
mov    %edx,%esi
call   10b0 <glColor3f@plt>
mov    0x2d0b(%rip),%rax
mov    (%rax),%edi
mov    $0x48,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2cf8(%rip),%rax
mov    (%rax),%edi
mov    $0x65,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2ce5(%rip),%rax
mov    (%rax),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2cd2(%rip),%rax
mov    (%rax),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2cbf(%rip),%rax
mov    (%rax),%edi
mov    $0x6f,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2cac(%rip),%rax
mov    (%rax),%edi
mov    $0x57,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2c99(%rip),%rax
mov    (%rax),%edi
mov    $0x6f,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2c86(%rip),%rax
mov    (%rax),%edi
mov    $0x72,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2c73(%rip),%rax
mov    (%rax),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2c60(%rip),%rax
mov    (%rax),%edi
mov    $0x64,%esi
call   1090 <glutStrokeCharacter@plt>
mov    0x2c4d(%rip),%rax
mov    (%rax),%edi
mov    $0x21,%esi
call   1090 <glutStrokeCharacter@plt>
mov    $0x0,%al
call   1070 <glutSwapBuffers@plt>
pop    %rbp
ret

x86 assembly (clang, -O2):
<redraw>:
push   %rbx
mov    0x2df8(%rip),%rax
mov    0x2e19(%rip),%rcx
mov    (%rcx),%edi
or     (%rax),%edi
call   1040 <glClear@plt>
mov    0x2dd9(%rip),%rax
mov    (%rax),%edi
call   1060 <glEnable@plt>
mov    0x2ddb(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
xor    %eax,%eax
call   10a0 <glLoadIdentity@plt>
movsd  0xdfd(%rip),%xmm1
movsd  0xdfd(%rip),%xmm0
movsd  0xdfd(%rip),%xmm5
movaps %xmm0,%xmm2
movaps %xmm1,%xmm3
movaps %xmm0,%xmm4
call   1080 <glOrtho@plt>
mov    0x2db8(%rip),%rax
mov    (%rax),%edi
call   1050 <glMatrixMode@plt>
xor    %eax,%eax
call   10a0 <glLoadIdentity@plt>
movsd  0xdda(%rip),%xmm4
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
xorps  %xmm5,%xmm5
mov    $0x2,%edi
mov    $0x2,%esi
mov    $0x2,%edx
call   1030 <gluLookAt@plt>
movsd  0xdb7(%rip),%xmm0
movaps %xmm0,%xmm1
movaps %xmm0,%xmm2
call   10c0 <glScaled@plt>
mov    $0x14,%edi
xor    %esi,%esi
mov    $0x1,%edx
xor    %ecx,%ecx
call   10e0 <glRotatef@plt>
mov    $0x1e,%edi
xor    %esi,%esi
xor    %edx,%edx
mov    $0x1,%ecx
call   10e0 <glRotatef@plt>
mov    $0x5,%edi
mov    $0x1,%esi
xor    %edx,%edx
xor    %ecx,%ecx
call   10e0 <glRotatef@plt>
mov    $0xfffffed4,%edi
xor    %esi,%esi
xor    %edx,%edx
call   10d0 <glTranslatef@plt>
mov    $0x1,%edi
mov    $0x1,%esi
mov    $0x1,%edx
call   10b0 <glColor3f@plt>
mov    0x2d02(%rip),%rbx
mov    (%rbx),%edi
mov    $0x48,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x65,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x6f,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x57,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x6f,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x72,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x6c,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x64,%esi
call   1090 <glutStrokeCharacter@plt>
mov    (%rbx),%edi
mov    $0x21,%esi
call   1090 <glutStrokeCharacter@plt>
xor    %eax,%eax
pop    %rbx
jmp    1070 <glutSwapBuffers@plt>

LLVM IR (-O0):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GLUT_STROKE_ROMAN = global i32 0
define void @redraw() {
%1 = load i32, i32* @GL_COLOR_BUFFER_BIT
%2 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%3 = or i32 %1, %2
%4 = call i32 @glClear(i32 %3)
%5 = load i32, i32* @GL_DEPTH_TEST
%6 = call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_PROJECTION
%8 = call i32 @glMatrixMode(i32 %7)
%9 = call i32 (...) @glLoadIdentity()
%10 = call i32 @glOrtho(double -2.000000e+00, double 2.000000e+00, double -2.000000e+00, double 2.000000e+00, double -2.000000e+00, double 5.000000e+02)
%11 = load i32, i32* @GL_MODELVIEW
%12 = call i32 @glMatrixMode(i32 %11)
%13 = call i32 (...) @glLoadIdentity()
%14 = call i32 @gluLookAt(i32 2, i32 2, i32 2, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%15 = call i32 @glScaled(double 5.000000e-03, double 5.000000e-03, double 5.000000e-03)
%16 = call i32 @glRotatef(i32 20, i32 0, i32 1, i32 0)
%17 = call i32 @glRotatef(i32 30, i32 0, i32 0, i32 1)
%18 = call i32 @glRotatef(i32 5, i32 1, i32 0, i32 0)
%19 = call i32 @glTranslatef(i32 -300, i32 0, i32 0)
%20 = call i32 @glColor3f(i32 1, i32 1, i32 1)
%21 = load i32, i32* @GLUT_STROKE_ROMAN
%22 = call i32 @glutStrokeCharacter(i32 %21, i8 signext 72)
%23 = load i32, i32* @GLUT_STROKE_ROMAN
%24 = call i32 @glutStrokeCharacter(i32 %23, i8 signext 101)
%25 = load i32, i32* @GLUT_STROKE_ROMAN
%26 = call i32 @glutStrokeCharacter(i32 %25, i8 signext 108)
%27 = load i32, i32* @GLUT_STROKE_ROMAN
%28 = call i32 @glutStrokeCharacter(i32 %27, i8 signext 108)
%29 = load i32, i32* @GLUT_STROKE_ROMAN
%30 = call i32 @glutStrokeCharacter(i32 %29, i8 signext 111)
%31 = load i32, i32* @GLUT_STROKE_ROMAN
%32 = call i32 @glutStrokeCharacter(i32 %31, i8 signext 87)
%33 = load i32, i32* @GLUT_STROKE_ROMAN
%34 = call i32 @glutStrokeCharacter(i32 %33, i8 signext 111)
%35 = load i32, i32* @GLUT_STROKE_ROMAN
%36 = call i32 @glutStrokeCharacter(i32 %35, i8 signext 114)
%37 = load i32, i32* @GLUT_STROKE_ROMAN
%38 = call i32 @glutStrokeCharacter(i32 %37, i8 signext 108)
%39 = load i32, i32* @GLUT_STROKE_ROMAN
%40 = call i32 @glutStrokeCharacter(i32 %39, i8 signext 100)
%41 = load i32, i32* @GLUT_STROKE_ROMAN
%42 = call i32 @glutStrokeCharacter(i32 %41, i8 signext 33)
%43 = call i32 (...) @glutSwapBuffers()
ret void
}

LLVM IR (-O2):
@GL_COLOR_BUFFER_BIT = global i32 0
@GL_DEPTH_BUFFER_BIT = global i32 0
@GL_DEPTH_TEST = global i32 0
@GL_PROJECTION = global i32 0
@GL_MODELVIEW = global i32 0
@GLUT_STROKE_ROMAN = global i32 0
define void @redraw() {
%1 = load i32, i32* @GL_COLOR_BUFFER_BIT
%2 = load i32, i32* @GL_DEPTH_BUFFER_BIT
%3 = or i32 %2, %1
%4 = tail call i32 @glClear(i32 %3)
%5 = load i32, i32* @GL_DEPTH_TEST
%6 = tail call i32 @glEnable(i32 %5)
%7 = load i32, i32* @GL_PROJECTION
%8 = tail call i32 @glMatrixMode(i32 %7)
%9 = tail call i32 (...) @glLoadIdentity()
%10 = tail call i32 @glOrtho(double -2.000000e+00, double 2.000000e+00, double -2.000000e+00, double 2.000000e+00, double -2.000000e+00, double 5.000000e+02)
%11 = load i32, i32* @GL_MODELVIEW
%12 = tail call i32 @glMatrixMode(i32 %11)
%13 = tail call i32 (...) @glLoadIdentity()
%14 = tail call i32 @gluLookAt(i32 2, i32 2, i32 2, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00, double 0.000000e+00)
%15 = tail call i32 @glScaled(double 5.000000e-03, double 5.000000e-03, double 5.000000e-03)
%16 = tail call i32 @glRotatef(i32 20, i32 0, i32 1, i32 0)
%17 = tail call i32 @glRotatef(i32 30, i32 0, i32 0, i32 1)
%18 = tail call i32 @glRotatef(i32 5, i32 1, i32 0, i32 0)
%19 = tail call i32 @glTranslatef(i32 -300, i32 0, i32 0)
%20 = tail call i32 @glColor3f(i32 1, i32 1, i32 1)
%21 = load i32, i32* @GLUT_STROKE_ROMAN
%22 = tail call i32 @glutStrokeCharacter(i32 %21, i8 signext 72)
%23 = load i32, i32* @GLUT_STROKE_ROMAN
%24 = tail call i32 @glutStrokeCharacter(i32 %23, i8 signext 101)
%25 = load i32, i32* @GLUT_STROKE_ROMAN
%26 = tail call i32 @glutStrokeCharacter(i32 %25, i8 signext 108)
%27 = load i32, i32* @GLUT_STROKE_ROMAN
%28 = tail call i32 @glutStrokeCharacter(i32 %27, i8 signext 108)
%29 = load i32, i32* @GLUT_STROKE_ROMAN
%30 = tail call i32 @glutStrokeCharacter(i32 %29, i8 signext 111)
%31 = load i32, i32* @GLUT_STROKE_ROMAN
%32 = tail call i32 @glutStrokeCharacter(i32 %31, i8 signext 87)
%33 = load i32, i32* @GLUT_STROKE_ROMAN
%34 = tail call i32 @glutStrokeCharacter(i32 %33, i8 signext 111)
%35 = load i32, i32* @GLUT_STROKE_ROMAN
%36 = tail call i32 @glutStrokeCharacter(i32 %35, i8 signext 114)
%37 = load i32, i32* @GLUT_STROKE_ROMAN
%38 = tail call i32 @glutStrokeCharacter(i32 %37, i8 signext 108)
%39 = load i32, i32* @GLUT_STROKE_ROMAN
%40 = tail call i32 @glutStrokeCharacter(i32 %39, i8 signext 100)
%41 = load i32, i32* @GLUT_STROKE_ROMAN
%42 = tail call i32 @glutStrokeCharacter(i32 %41, i8 signext 33)
%43 = tail call i32 (...) @glutSwapBuffers()
ret void
}