user: 下面的汇编指令对应的C源代码是什么:

```asm
<normals>:
  endbr64
  push   %r15
  push   %r14
  push   %r13
  push   %r12
  push   %rbp
  push   %rbx
  sub    $0x78,%rsp
  mov    0xb8(%rsp),%eax
  mov    %rdx,0x20(%rsp)
  mov    %rsi,0x18(%rsp)
  mov    0xb0(%rsp),%r13
  sub    $0x1,%eax
  mov    %rcx,0x28(%rsp)
  mov    0xc0(%rsp),%edx
  mov    %r8,0x30(%rsp)
  mov    %r9,0x38(%rsp)
  mov    %eax,0x5c(%rsp)
  cmp    $0x1,%eax
  jle    L15
  cmp    $0x2,%edx
  jle    L15
  movslq %edx,%rsi
  mov    %rdi,%r12
  lea    -0x3(%rdx),%edi
  add    %edx,%edx
  movslq %edx,%rdx
  lea    0x2(%rsi,%rdi,1),%rbx
  lea    0x0(,%rsi,4),%rax
  movq   $0x0,0x48(%rsp)
  lea    0x0(,%rdx,4),%rsi
  mov    %rax,0x60(%rsp)
  shl    $0x2,%rbx
  movss  D30(%rip),%xmm5
  mov    %rsi,0x50(%rsp)
  mov    %rax,%rsi
  add    $0x4,%rax
  neg    %rsi
  movl   $0x1,0x58(%rsp)
  mov    %rsi,0x40(%rsp)
  mov    %rax,0x68(%rsp)
  nopl   0x0(%rax,%rax,1)
L10:
  mov    0x40(%rsp),%rax
  mov    0x48(%rsp),%rdx
  mov    0x50(%rsp),%rcx
  mov    0x68(%rsp),%r15
  addl   $0x1,0x58(%rsp)
  lea    (%rdx,%rax,1),%rbp
  lea    (%rax,%rcx,1),%rsi
  add    %rdx,%r15
  mov    %rbp,%rax
  lea    (%r12,%rsi,1),%r14
  mov    %r15,%rbp
  mov    %r14,%r15
  mov    %r13,%r14
  mov    %rax,%r13
  nopw   0x0(%rax,%rax,1)
L1:
  lea    (%r12,%r13,1),%rdi
  mov    0x18(%rsp),%rax
  movss  (%r14),%xmm3
  movss  0x4(%r12,%rbp,1),%xmm1
  movss  (%r15,%rbp,1),%xmm0
  subss  -0x4(%r12,%rbp,1),%xmm1
  subss  (%rdi,%rbp,1),%xmm0
  mulss  D11(%rip),%xmm1
  movss  (%rax,%rbp,1),%xmm4
  mulss  D11(%rip),%xmm0
  mov    0x20(%rsp),%rax
  movss  0x14(%r14),%xmm6
  movss  (%rax,%rbp,1),%xmm2
  xorps  %xmm5,%xmm1
  mulss  %xmm1,%xmm4
  xorps  %xmm5,%xmm0
  mulss  %xmm0,%xmm2
  mulss  %xmm1,%xmm3
  mulss  %xmm0,%xmm6
  addss  %xmm2,%xmm4
  movss  0x4(%r14),%xmm2
  addss  (%r12,%rbp,1),%xmm4
  mulss  %xmm0,%xmm2
  mulss  0x24(%r14),%xmm0
  xorps  %xmm5,%xmm4
  addss  %xmm2,%xmm3
  movss  0xc(%r14),%xmm2
  addss  0x8(%r14),%xmm3
  mulss  %xmm4,%xmm2
  addss  %xmm2,%xmm3
  movss  0x10(%r14),%xmm2
  mulss  %xmm1,%xmm2
  mulss  0x20(%r14),%xmm1
  movss  %xmm3,0x14(%rsp)
  addss  %xmm6,%xmm2
  movss  0x1c(%r14),%xmm6
  addss  0x18(%r14),%xmm2
  addss  %xmm0,%xmm1
  addss  0x28(%r14),%xmm1
  movaps %xmm3,%xmm0
  mulss  %xmm4,%xmm6
  mulss  0x2c(%r14),%xmm4
  mulss  %xmm3,%xmm0
  addss  %xmm6,%xmm2
  addss  %xmm4,%xmm1
  movaps %xmm2,%xmm4
  movss  %xmm2,0x10(%rsp)
  mulss  %xmm2,%xmm4
  movss  %xmm1,0xc(%rsp)
  addss  %xmm4,%xmm0
  movaps %xmm1,%xmm4
  mulss  %xmm1,%xmm4
  addss  %xmm4,%xmm0
  call   <sqrt@plt>
  movss  0xc(%rsp),%xmm1
  pxor   %xmm7,%xmm7
  movss  0x10(%rsp),%xmm2
  movss  0x14(%rsp),%xmm3
  movss  D30(%rip),%xmm5
  comiss %xmm1,%xmm7
  jbe    L7
  xorps  %xmm5,%xmm0
L7:
  divss  %xmm0,%xmm3
  mov    0x28(%rsp),%rax
  divss  %xmm0,%xmm2
  movss  %xmm3,(%rax,%rbp,1)
  mov    0x30(%rsp),%rax
  divss  %xmm0,%xmm1
  movss  %xmm2,(%rax,%rbp,1)
  mov    0x38(%rsp),%rax
  movss  %xmm1,(%rax,%rbp,1)
  add    $0x4,%rbp
  cmp    %rbp,%rbx
  jne    L1
  mov    0x60(%rsp),%rax
  mov    0x58(%rsp),%esi
  mov    %r14,%r13
  add    %rax,0x50(%rsp)
  sub    %rax,0x40(%rsp)
  add    %rax,%rbx
  add    %rax,0x48(%rsp)
  cmp    %esi,0x5c(%rsp)
  jne    L10
L15:
  add    $0x78,%rsp
  pop    %rbx
  pop    %rbp
  pop    %r12
  pop    %r13
  pop    %r14
  pop    %r15
  ret
```

tool_calls: name: extract_symbolic_data
arguments: tag: D30
type_guessed: byte[4]
name: extract_symbolic_data
arguments: tag: D11
type_guessed: byte[4]

tool: {"D30": [0x00,0x00,0x00,0x80]}

tool: {"D11": [0x00,0x00,0x00,0x3f]}

assistant: ```c
void normals(float *depth, float *u, float *v, float *nx, float *ny, float *nz, float mat[4][4], int h, int w) {
  int i, j;
  for (i = 1; i < h - 1; i++) {
    for (j = 1; j < w - 1; j++) {
      float dx = (depth[i * w + j + 1] - depth[i * w + j - 1]) / 2;
      float dy = (depth[(i + 1) * w + j] - depth[(i - 1) * w + j]) / 2;
      float X = -dx, Y = -dy, Z = 1, W = -(-dx * u[i * w + j] + -dy * v[i * w + j] + depth[i * w + j]);
      float x = X * mat[0][0] + Y * mat[0][1] + Z * mat[0][2] + W * mat[0][3];
      float y = X * mat[1][0] + Y * mat[1][1] + Z * mat[1][2] + W * mat[1][3];
      float z = X * mat[2][0] + Y * mat[2][1] + Z * mat[2][2] + W * mat[2][3];
      float w_ = sqrt(x * x + y * y + z * z);
      if (z < 0)
        w_ *= -1;
      nx[i * w + j] = x / w_;
      ny[i * w + j] = y / w_;
      nz[i * w + j] = z / w_;
    }
  }
}
```