)]}'
{
  "log": [
    {
      "commit": "260e102162322958cf17dbd895cd6bd30dc87e32",
      "tree": "e7ff653e0e68525f1f90edeb2fbccc88fb81caeb",
      "parents": [
        "d12315ae7ee06902f4b7470259ce33076b6f542c"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Mon Jul 12 14:41:06 2010 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Mon Jul 12 14:43:40 2010 -0700"
      },
      "message": "Optimize shader binding changes.\n\nThis change also cleans up the internal API a little bit by using mat4\neverywhere instead of float[16] (for the ortho matrix for instance.)\n\nChange-Id: I35924c7dc17bad17f30307118d5ed437c2ed37e0\n"
    },
    {
      "commit": "0b9db91c3dc8007b47c8fd4fb9dd85be97201a88",
      "tree": "f8de431ac029c79d581e54b8ba52afe8a90e3e6b",
      "parents": [
        "8445ca6c3ba9b7cee6d20f5919e3b3ba8e6b8c96"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Jul 09 18:53:25 2010 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Jul 09 18:53:25 2010 -0700"
      },
      "message": "Remove math from the vertex shader.\n\nChange-Id: I02847a60a8734bf8b3d29ec12e76297795095e38\n"
    },
    {
      "commit": "16202fc9745e9b11db089ebc8f40119d13732016",
      "tree": "1765a6146b9a4fcaf9513e1b9bc851e47fdc76b3",
      "parents": [
        "82164ad543b4eb6c11937b2a81891443317709cc"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Jul 09 16:13:28 2010 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Jul 09 16:13:28 2010 -0700"
      },
      "message": "Fix alpha blending and improve fragment shaders performance.\n\nChange-Id: Ib74f6941d25ca6f6a41708e541174eaa7e8d9bc2\n"
    },
    {
      "commit": "5cbbce535744b89df5ecea95de21ee3733298260",
      "tree": "37dda328f8d127cead9e799e5220b4589267bc5e",
      "parents": [
        "1d58b498de5eb3b53ca0c7ffd14b1c209833d297"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@android.com",
        "time": "Sun Jun 27 22:59:20 2010 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@android.com",
        "time": "Sun Jun 27 22:59:20 2010 -0700"
      },
      "message": "Reduced the complexity of layers composition.\n\nThis change also refactors the code base a bit by moving classes out of\nOpenGLRenderer into separate headers/implementations. This makes the code\nmore manageable.\n\nThis change also adds documentation for implementation methods. The\nundocumented methods are simply Skia\u0027s Canvas methods.\n\nChange-Id: I54c68b443580a0129251dddc1a7ac95813d5289e\n"
    }
  ]
}
