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{
  "commit": "454d644c3c252de8721e39b803a10b8bb3596a60",
  "tree": "03238a5ab650947e6396cbf0bbda1dbff2a60869",
  "parents": [
    "196a386b7e320f96f980f3a1b0a162f3ed67a590"
  ],
  "author": {
    "name": "csmartdalton",
    "email": "hello@rive.app",
    "time": "Tue Oct 07 22:39:23 2025 +0000"
  },
  "committer": {
    "name": "csmartdalton",
    "email": "hello@rive.app",
    "time": "Tue Oct 07 22:39:23 2025 +0000"
  },
  "message": "refactor: Start splitting shaders into separate files (#10698) b73733a052\n* refactor: Start splitting shaders into separate files\n\nThe draw shaders are getting unruly with #defines all over the place.\nBefore we can add more, we need to clean these up a little. This PR\nsplits out the fragment portions of raster ordered and msaa shaders into\nseparate files. This also required teaching minify.py to handle .vert and\n.frag files.\n\n* apply_frag_coverage\n\n* fixwebgpu\n\n* unreal\n\n* fixmetalagain\n\n* formats\n\n* oops\n\n* rm draw_image_mesh.glsl\n\nCo-authored-by: Chris Dalton \u003c99840794+csmartdalton@users.noreply.github.com\u003e\n",
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