)]}'
{
  "commit": "6ebdc114e0d72137394f02bc8ffe9d7a782a65c4",
  "tree": "4900dd3246e54b2dcaa869b519e181542467ae82",
  "parents": [
    "176d105d2f71198966b566d36d4e856a797695c7"
  ],
  "author": {
    "name": "Chris Craik",
    "email": "ccraik@google.com",
    "time": "Fri Aug 31 18:24:33 2012 -0700"
  },
  "committer": {
    "name": "Chris Craik",
    "email": "ccraik@google.com",
    "time": "Wed Sep 05 16:45:03 2012 -0700"
  },
  "message": "Varying-based AA rect drawing\n\nInstead of calculating opacity from relative position in the shader, use a\nshader varying to do this computation for us.\n\nbug:5045101\n\nAlso adds a test to HwAccelerationTest to show incorrect antialiasing in\nscaled drawAARect / boundarySize calculation.\n\nChange-Id: Icdc41acb01dc10ce354834f8389a5aed2f439162\n",
  "tree_diff": [
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