)]}'
{
  "commit": "05878213828e4ee4335292319f63a9f875bbd795",
  "tree": "8aa8527a82fd9d3f0701fda55e79112db6a052de",
  "parents": [
    "2a84d80f4ec928e4955d2d5499353ea3a4092ddd"
  ],
  "author": {
    "name": "Alexis Hetu",
    "email": "sugoi@google.com",
    "time": "Thu Oct 01 14:54:47 2015 -0400"
  },
  "committer": {
    "name": "Alexis Hétu",
    "email": "sugoi@google.com",
    "time": "Mon Dec 04 15:25:12 2017 +0000"
  },
  "message": "Update to number of allowed shader inputs/outputs for OpenGL ES 3\n\nBecause of the 3 reserved uniforms used for gl_DepthRange, the\nnumber of uniforms allowed in fragment and vertex shaders was\ntoo small by 3, so their allowed number was increased by 3.\n\nAs for attributes and varyings, their numbers needed to be\nincreased in order to pass all OpenGL ES 3.0 dEQP tests.\n\nChange-Id: I6527334e1503c08281303915654087cbac8089a0\nReviewed-on: https://swiftshader-review.googlesource.com/4034\nTested-by: Alexis Hétu \u003csugoi@google.com\u003e\nReviewed-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\n",
  "tree_diff": [
    {
      "type": "modify",
      "old_id": "8e4943b7e1faf2b67f6d7b3e560a19e48efd5af1",
      "old_mode": 33188,
      "old_path": "src/Main/Config.hpp",
      "new_id": "66331c765d608255953912c1174524f8083b7a56",
      "new_mode": 33188,
      "new_path": "src/Main/Config.hpp"
    }
  ]
}
