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(var$0) { var$0 = Math_fround(var$0); var var$1 = Math_fround(0), var$2 = Math_fround(0), wasm2asm_f32$0 = Math_fround(0), wasm2asm_f32$1 = Math_fround(0), wasm2asm_i32$0 = 0; var$1 = Math_fround(Math_floor(var$0)); var$2 = Math_fround(var$0 - var$1); if ((var$2 < Math_fround(.5) | 0) == (0 | 0)) block : { var$0 = Math_fround(Math_ceil(var$0)); if (var$2 > Math_fround(.5)) return Math_fround(var$0); var$2 = Math_fround(var$1 * Math_fround(.5)); var$1 = (wasm2asm_i32$0 = Math_fround(var$2 - Math_fround(Math_floor(var$2))) == Math_fround(0.0), wasm2asm_f32$0 = var$1, wasm2asm_f32$1 = var$0, wasm2asm_i32$0 ? wasm2asm_f32$0 : wasm2asm_f32$1); }; return Math_fround(var$1); } function __wasm_trunc_f32(var$0) { var$0 = Math_fround(var$0); var wasm2asm_f32$0 = Math_fround(0), wasm2asm_f32$1 = Math_fround(0), wasm2asm_i32$0 = 0; return Math_fround((wasm2asm_i32$0 = var$0 < Math_fround(0.0), wasm2asm_f32$0 = Math_fround(Math_ceil(var$0)), wasm2asm_f32$1 = Math_fround(Math_floor(var$0)), wasm2asm_i32$0 ? wasm2asm_f32$0 : wasm2asm_f32$1)); } 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 }; }