function asmFunc(global, env, buffer) { "use asm"; var HEAP8 = new global.Int8Array(buffer); var HEAP16 = new global.Int16Array(buffer); var HEAP32 = new global.Int32Array(buffer); var HEAPU8 = new global.Uint8Array(buffer); var HEAPU16 = new global.Uint16Array(buffer); var HEAPU32 = new global.Uint32Array(buffer); var HEAPF32 = new global.Float32Array(buffer); var HEAPF64 = new global.Float64Array(buffer); var Math_imul = global.Math.imul; var Math_fround = global.Math.fround; var Math_abs = global.Math.abs; var Math_clz32 = global.Math.clz32; var Math_min = global.Math.min; var Math_max = global.Math.max; var Math_floor = global.Math.floor; var Math_ceil = global.Math.ceil; var Math_sqrt = global.Math.sqrt; var i64toi32_i32$HIGH_BITS = 0; function $0(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x + y)); } function $1(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x - y)); } function $2(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x * y)); } function $3(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(x / y)); } function $4(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_sqrt(x))); } function $5(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(Math_min(x, y))); } function $6(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround(Math_fround(Math_max(x, y))); } function $7(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_ceil(x))); } function $8(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_floor(x))); } function $9(x) { x = Math_fround(x); return Math_fround(Math_fround(__wasm_trunc_f32(Math_fround(x)))); } function $10(x) { x = Math_fround(x); return Math_fround(Math_fround(__wasm_nearest_f32(Math_fround(x)))); } function $11(x) { x = Math_fround(x); return Math_fround(Math_fround(Math_abs(x))); } function $12(x) { x = Math_fround(x); return Math_fround(Math_fround(-x)); } function $13(x, y) { x = Math_fround(x); y = Math_fround(y); return Math_fround((HEAP32[0] = (HEAPF32[0] = x, HEAP32[0]) & 2147483647 | 0 | ((HEAPF32[0] = y, HEAP32[0]) & 2147483648 | 0) | 0, HEAPF32[0])); } function __wasm_nearest_f32($0) { $0 = Math_fround($0); var $2 = Math_fround(0), $1 = Math_fround(0), $3 = Math_fround(0), $34 = Math_fround(0), $32 = Math_fround(0), $4 = Math_fround(0), $28 = Math_fround(0); $1 = Math_fround(Math_ceil($0)); $2 = Math_fround(Math_floor($0)); $3 = Math_fround($0 - $2); if ($3 < Math_fround(.5)) $34 = $2; else { if ($3 > Math_fround(.5)) $32 = $1; else { $4 = Math_fround($2 / Math_fround(2.0)); if (Math_fround($4 - Math_fround(Math_floor($4))) == Math_fround(0.0)) $28 = $2; else $28 = $1; $32 = $28; } $34 = $32; } return Math_fround($34); } function __wasm_trunc_f32($0) { $0 = Math_fround($0); var $7 = Math_fround(0); if ($0 < Math_fround(0.0)) $7 = Math_fround(Math_ceil($0)); else $7 = Math_fround(Math_floor($0)); return Math_fround($7); } return { add: $0, sub: $1, mul: $2, div: $3, sqrt: $4, min: $5, max: $6, ceil: $7, floor: $8, trunc: $9, nearest: $10, abs: $11, neg: $12, copysign: $13 }; }