)]}'
{
  "log": [
    {
      "commit": "4abab937bf3f168763a7c029275bf1de151ec1ae",
      "tree": "ad9b7b4bcb37af8d4c91d332a38b4339fa770923",
      "parents": [
        "95aeff8f11968c8b29ae114bb5e1172c70cf7634"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Apr 12 16:51:21 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Apr 12 16:51:21 2013 -0700"
      },
      "message": "There should be a mandatory coder\u0027s license.\nBug #8586560\n\nAnd I don\u0027t deserve to pass the test.\n\nChange-Id: Ic7886205511f16145a925fc860e4a03dfaf473d5\n"
    },
    {
      "commit": "032d47af737d803e841ab79f38ac9068a46c9aeb",
      "tree": "c3428ff4c80f1274cd4a1ada4567ab1ed940c1b5",
      "parents": [
        "50b9eb1c7375a87525d44a036337a8ba18eba55b"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Mon Apr 08 19:45:40 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Tue Apr 09 10:12:47 2013 -0700"
      },
      "message": "Change the dither texture\u0027s swizzling\n\nThis is a more elegant way to sample from a float alpha texture.\nInstead of sampling from the red channel in the fragment shader\nwe can set the alpha channel swizzle to redirect it to the\nred channel. This lets us sample from the alpha channel in the\nfragment shader and get the correct value.\n\nChange-Id: I95bbf7a82964e1bf42c0fee1b782b6bdbbcef618\n"
    },
    {
      "commit": "b48800428906ae455c2b63acacd44e390e1fee49",
      "tree": "bc0de8c6f51eb5c9cac2d5fe1d5a41fede6d727a",
      "parents": [
        "80fdc9624e6d53a78031bf99d34e7c01d53ad66e"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Apr 05 11:17:55 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Fri Apr 05 14:17:17 2013 -0700"
      },
      "message": "Use float textures to render gradients when possible\n\nFloat textures offer better precision for dithering.\n\nIn addition this change removes two uniforms from gradient shaders.\nThese uniforms were used to dither gradients but their value is\na build time constant. Instead we hardcode the value directly in\nthe shader source at compile time.\n\nChange-Id: I05e9fd3eef93771843bbd91b453274452dfaefee\n"
    },
    {
      "commit": "3e4a3ea2ff03a6a1f1f7a2bebac9a86fe6555754",
      "tree": "b46b983ad05f3d7b5389f569dd39ca63506a51ac",
      "parents": [
        "519ba7b10c4e0da3586aeeaa9696349f28313898"
      ],
      "author": {
        "name": "Chirayu Desai",
        "email": "cdesai@cyanogenmod.org",
        "time": "Wed Mar 27 16:52:35 2013 +0530"
      },
      "committer": {
        "name": "Chirayu Desai",
        "email": "cdesai@cyanogenmod.org",
        "time": "Wed Mar 27 16:52:35 2013 +0530"
      },
      "message": "Correct executable bit for source files [Take 2]\n\nChange Ieb51bafb46c895a21d2e83696f5a901ba752b2c5 left out some\nfiles, this fixes them.\n\nChange-Id: Ia949a8581668836ea0251602e048f09c852f5169\n"
    },
    {
      "commit": "a1d12dd619c86c9ac121a3095ff5e5633c11e876",
      "tree": "3e53e0a133aeaf86ec84b13a952c6aa6be3dbee7",
      "parents": [
        "537d47f510ce49acee09516ed5dde680d910ff94"
      ],
      "author": {
        "name": "Chet Haase",
        "email": "chet@google.com",
        "time": "Fri Sep 21 14:50:14 2012 -0700"
      },
      "committer": {
        "name": "Chet Haase",
        "email": "chet@google.com",
        "time": "Fri Sep 21 16:20:57 2012 -0700"
      },
      "message": "Optimize shaders for dithered gradients\n\nIt\u0027s faster to compute a dither calculation in the vertex shader and use\na varying (letting the GPU interpolate the fragment values) than to perform\nthat calculation in the fragment shader as part of a texture lookup.\n\nIssue #7207600 Prime mr1 shader performance issues\nIssue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)\n\nChange-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f\n"
    },
    {
      "commit": "211efea7376371ee755edd2ad03e83ef6eea464e",
      "tree": "b79530b9f807f24571ce0e9ca143747e8c418725",
      "parents": [
        "42e1e0d482d774cf18a55773e434f02edb9e4462"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Tue Jul 31 21:16:07 2012 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Wed Aug 01 19:18:35 2012 -0700"
      },
      "message": "Add dithering to gradients\n\nChange-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419\n"
    }
  ]
}
