#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_AUTO_NORMAL;
int /*<<< orphan*/ GL_CW;
int /*<<< orphan*/ GL_DEPTH_TEST;
int /*<<< orphan*/ GL_DIFFUSE;
int /*<<< orphan*/ GL_LESS;
int /*<<< orphan*/ GL_LIGHT0;
int /*<<< orphan*/ GL_LIGHTING;
int /*<<< orphan*/ GL_LIGHT_MODEL_AMBIENT;
int /*<<< orphan*/ GL_LIGHT_MODEL_LOCAL_VIEWER;
int /*<<< orphan*/ GL_MODELVIEW;
int /*<<< orphan*/ GL_NORMALIZE;
int /*<<< orphan*/ GL_POSITION;
int /*<<< orphan*/ glClearAccum(double, double, double, double);
int /*<<< orphan*/ glClearColor(double, double, double, double);
int /*<<< orphan*/ glDepthFunc(int /*<<< orphan*/);
int /*<<< orphan*/ glEnable(int /*<<< orphan*/);
int /*<<< orphan*/ glFrontFace(int /*<<< orphan*/);
int /*<<< orphan*/ glLightModelfv(int /*<<< orphan*/, double *);
int /*<<< orphan*/ glLightfv(int /*<<< orphan*/, int /*<<< orphan*/, double *);
int /*<<< orphan*/ glLoadIdentity();
int /*<<< orphan*/ glMatrixMode(int /*<<< orphan*/);
void myinit(void) {
  GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};
  GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat position[] = {0.0, 3.0, 3.0, 0.0};
  GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
  GLfloat local_view[] = {0.0};
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
  glFrontFace(GL_CW);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glClearColor(0.0, 0.0, 0.0, 0.0);
  glClearAccum(0.0, 0.0, 0.0, 0.0);
}


x86 assembly (clang, -O0):
<myinit>:
push   %rbp
mov    %rsp,%rbp
sub    $0x90,%rsp
mov    0xe4e(%rip),%rax
mov    %rax,-0x20(%rbp)
mov    0xe4b(%rip),%rax
mov    %rax,-0x18(%rbp)
mov    0xe48(%rip),%rax
mov    %rax,-0x10(%rbp)
mov    0xe45(%rip),%rax
mov    %rax,-0x8(%rbp)
mov    0xe42(%rip),%rax
mov    %rax,-0x40(%rbp)
mov    0xe3f(%rip),%rax
mov    %rax,-0x38(%rbp)
mov    0xe3c(%rip),%rax
mov    %rax,-0x30(%rbp)
mov    0xe39(%rip),%rax
mov    %rax,-0x28(%rbp)
mov    0xe36(%rip),%rax
mov    %rax,-0x60(%rbp)
mov    0xe33(%rip),%rax
mov    %rax,-0x58(%rbp)
mov    0xe30(%rip),%rax
mov    %rax,-0x50(%rbp)
mov    0xe2d(%rip),%rax
mov    %rax,-0x48(%rbp)
mov    0xe2a(%rip),%rax
mov    %rax,-0x80(%rbp)
mov    0xe27(%rip),%rax
mov    %rax,-0x78(%rbp)
mov    0xe24(%rip),%rax
mov    %rax,-0x70(%rbp)
mov    0xe21(%rip),%rax
mov    %rax,-0x68(%rbp)
lea    -0x88(%rbp),%rdi
xor    %esi,%esi
mov    $0x8,%edx
call   1080 <memset@plt>
mov    0x2d1b(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2cf5(%rip),%rax
mov    (%rax),%edi
call   1090 <glDepthFunc@plt>
mov    0x2d47(%rip),%rax
mov    (%rax),%edi
mov    0x2d56(%rip),%rax
mov    (%rax),%esi
lea    -0x20(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d2c(%rip),%rax
mov    (%rax),%edi
mov    0x2ce3(%rip),%rax
mov    (%rax),%esi
lea    -0x40(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d11(%rip),%rax
mov    (%rax),%edi
mov    0x2ce8(%rip),%rax
mov    (%rax),%esi
lea    -0x60(%rbp),%rdx
call   1030 <glLightfv@plt>
mov    0x2cfe(%rip),%rax
mov    (%rax),%edi
lea    -0x80(%rbp),%rsi
call   1050 <glLightModelfv@plt>
mov    0x2cb4(%rip),%rax
mov    (%rax),%edi
lea    -0x88(%rbp),%rsi
call   1050 <glLightModelfv@plt>
mov    0x2c77(%rip),%rax
mov    (%rax),%edi
call   10c0 <glFrontFace@plt>
mov    0x2c89(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2cb3(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2c8d(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2c6f(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2c81(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
mov    $0x0,%al
call   10b0 <glLoadIdentity@plt>
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   10a0 <glClearColor@plt>
xorps  %xmm3,%xmm3
movaps %xmm3,%xmm0
movaps %xmm3,%xmm1
movaps %xmm3,%xmm2
call   1060 <glClearAccum@plt>
add    $0x90,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<myinit>:
push   %rbx
sub    $0x90,%rsp
movaps 0xe71(%rip),%xmm0
movaps %xmm0,0x80(%rsp)
movaps 0xe52(%rip),%xmm0
movaps %xmm0,0x70(%rsp)
movaps 0xe76(%rip),%xmm0
movaps %xmm0,0x60(%rsp)
movaps 0xe5a(%rip),%xmm0
movaps %xmm0,0x50(%rsp)
movaps 0xe7e(%rip),%xmm0
movaps %xmm0,0x40(%rsp)
movaps 0xe62(%rip),%xmm0
movaps %xmm0,0x30(%rsp)
movaps 0xe86(%rip),%xmm0
movaps %xmm0,0x20(%rsp)
movaps 0xe6a(%rip),%xmm0
movaps %xmm0,0x10(%rsp)
movq   $0x0,0x8(%rsp)
mov    0x2d85(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2d5f(%rip),%rax
mov    (%rax),%edi
call   1080 <glDepthFunc@plt>
mov    0x2db1(%rip),%rbx
mov    (%rbx),%edi
mov    0x2dc0(%rip),%rax
mov    (%rax),%esi
lea    0x70(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d53(%rip),%rax
mov    (%rax),%esi
lea    0x50(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    (%rbx),%edi
mov    0x2d5e(%rip),%rax
mov    (%rax),%esi
lea    0x30(%rsp),%rdx
call   1030 <glLightfv@plt>
mov    0x2d73(%rip),%rax
mov    (%rax),%edi
lea    0x10(%rsp),%rsi
call   1050 <glLightModelfv@plt>
mov    0x2d28(%rip),%rax
mov    (%rax),%edi
lea    0x8(%rsp),%rsi
call   1050 <glLightModelfv@plt>
mov    0x2ced(%rip),%rax
mov    (%rax),%edi
call   10b0 <glFrontFace@plt>
mov    0x2cff(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    (%rbx),%edi
call   1070 <glEnable@plt>
mov    0x2d0a(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2cec(%rip),%rax
mov    (%rax),%edi
call   1070 <glEnable@plt>
mov    0x2cfe(%rip),%rax
mov    (%rax),%edi
call   1040 <glMatrixMode@plt>
xor    %eax,%eax
call   10a0 <glLoadIdentity@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
call   1090 <glClearColor@plt>
xorps  %xmm0,%xmm0
xorps  %xmm1,%xmm1
xorps  %xmm2,%xmm2
xorps  %xmm3,%xmm3
call   1060 <glClearAccum@plt>
add    $0x90,%rsp
pop    %rbx
ret

LLVM IR (-O0):
@__const.myinit.ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.position = [4 x double] [double 0.000000e+00, double 3.000000e+00, double 3.000000e+00, double 0.000000e+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_DEPTH_TEST = global i32 0
@GL_LESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_CW = global i32 0
@GL_LIGHTING = global i32 0
@GL_AUTO_NORMAL = global i32 0
@GL_NORMALIZE = global i32 0
@GL_MODELVIEW = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [1 x double]
%6 = bitcast [4 x double]* %1 to i8*
%7 = bitcast [4 x double]* %2 to i8*
%8 = bitcast [4 x double]* %3 to i8*
%9 = bitcast [4 x double]* %4 to i8*
%10 = bitcast [1 x double]* %5 to i8*
%11 = load i32, i32* @GL_DEPTH_TEST
%12 = call i32 @glEnable(i32 %11)
%13 = load i32, i32* @GL_LESS
%14 = call i32 @glDepthFunc(i32 %13)
%15 = load i32, i32* @GL_LIGHT0
%16 = load i32, i32* @GL_AMBIENT
%17 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%18 = call i32 @glLightfv(i32 %15, i32 %16, double* %17)
%19 = load i32, i32* @GL_LIGHT0
%20 = load i32, i32* @GL_DIFFUSE
%21 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%22 = call i32 @glLightfv(i32 %19, i32 %20, double* %21)
%23 = load i32, i32* @GL_LIGHT0
%24 = load i32, i32* @GL_POSITION
%25 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%26 = call i32 @glLightfv(i32 %23, i32 %24, double* %25)
%27 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%28 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%29 = call i32 @glLightModelfv(i32 %27, double* %28)
%30 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%31 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%32 = call i32 @glLightModelfv(i32 %30, double* %31)
%33 = load i32, i32* @GL_CW
%34 = call i32 @glFrontFace(i32 %33)
%35 = load i32, i32* @GL_LIGHTING
%36 = call i32 @glEnable(i32 %35)
%37 = load i32, i32* @GL_LIGHT0
%38 = call i32 @glEnable(i32 %37)
%39 = load i32, i32* @GL_AUTO_NORMAL
%40 = call i32 @glEnable(i32 %39)
%41 = load i32, i32* @GL_NORMALIZE
%42 = call i32 @glEnable(i32 %41)
%43 = load i32, i32* @GL_MODELVIEW
%44 = call i32 @glMatrixMode(i32 %43)
%45 = call i32 (...) @glLoadIdentity()
%46 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%47 = call i32 @glClearAccum(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
ret void
}

LLVM IR (-O2):
@__const.myinit.ambient = [4 x double] [double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 1.000000e+00]
@__const.myinit.diffuse = [4 x double] [double 1.000000e+00, double 1.000000e+00, double 1.000000e+00, double 1.000000e+00]
@__const.myinit.position = [4 x double] [double 0.000000e+00, double 3.000000e+00, double 3.000000e+00, double 0.000000e+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_DEPTH_TEST = global i32 0
@GL_LESS = global i32 0
@GL_LIGHT0 = global i32 0
@GL_AMBIENT = global i32 0
@GL_DIFFUSE = global i32 0
@GL_POSITION = global i32 0
@GL_LIGHT_MODEL_AMBIENT = global i32 0
@GL_LIGHT_MODEL_LOCAL_VIEWER = global i32 0
@GL_CW = global i32 0
@GL_LIGHTING = global i32 0
@GL_AUTO_NORMAL = global i32 0
@GL_NORMALIZE = global i32 0
@GL_MODELVIEW = global i32 0
define void @myinit() {
%1 = alloca [4 x double]
%2 = alloca [4 x double]
%3 = alloca [4 x double]
%4 = alloca [4 x double]
%5 = alloca [1 x double]
%6 = bitcast [4 x double]* %1 to i8*
%7 = bitcast [4 x double]* %2 to i8*
%8 = bitcast [4 x double]* %3 to i8*
%9 = bitcast [4 x double]* %4 to i8*
%10 = bitcast [1 x double]* %5 to i8*
%11 = bitcast [1 x double]* %5 to i64*
store i64 0, i64* %11
%12 = load i32, i32* @GL_DEPTH_TEST
%13 = tail call i32 @glEnable(i32 %12)
%14 = load i32, i32* @GL_LESS
%15 = tail call i32 @glDepthFunc(i32 %14)
%16 = load i32, i32* @GL_LIGHT0
%17 = load i32, i32* @GL_AMBIENT
%18 = getelementptr inbounds [4 x double], [4 x double]* %1, i64 0, i64 0
%19 = call i32 @glLightfv(i32 %16, i32 %17, double* %18)
%20 = load i32, i32* @GL_LIGHT0
%21 = load i32, i32* @GL_DIFFUSE
%22 = getelementptr inbounds [4 x double], [4 x double]* %2, i64 0, i64 0
%23 = call i32 @glLightfv(i32 %20, i32 %21, double* %22)
%24 = load i32, i32* @GL_LIGHT0
%25 = load i32, i32* @GL_POSITION
%26 = getelementptr inbounds [4 x double], [4 x double]* %3, i64 0, i64 0
%27 = call i32 @glLightfv(i32 %24, i32 %25, double* %26)
%28 = load i32, i32* @GL_LIGHT_MODEL_AMBIENT
%29 = getelementptr inbounds [4 x double], [4 x double]* %4, i64 0, i64 0
%30 = call i32 @glLightModelfv(i32 %28, double* %29)
%31 = load i32, i32* @GL_LIGHT_MODEL_LOCAL_VIEWER
%32 = getelementptr inbounds [1 x double], [1 x double]* %5, i64 0, i64 0
%33 = call i32 @glLightModelfv(i32 %31, double* %32)
%34 = load i32, i32* @GL_CW
%35 = call i32 @glFrontFace(i32 %34)
%36 = load i32, i32* @GL_LIGHTING
%37 = call i32 @glEnable(i32 %36)
%38 = load i32, i32* @GL_LIGHT0
%39 = call i32 @glEnable(i32 %38)
%40 = load i32, i32* @GL_AUTO_NORMAL
%41 = call i32 @glEnable(i32 %40)
%42 = load i32, i32* @GL_NORMALIZE
%43 = call i32 @glEnable(i32 %42)
%44 = load i32, i32* @GL_MODELVIEW
%45 = call i32 @glMatrixMode(i32 %44)
%46 = call i32 (...) @glLoadIdentity()
%47 = call i32 @glClearColor(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
%48 = call i32 @glClearAccum(double 0.000000e+00, double 0.000000e+00, double 0.000000e+00, double 0.000000e+00)
ret void
}