)]}'
{
  "commit": "6ab1ea9e8e8196bb0a0d2ec3eb3e295a6362b4f1",
  "tree": "66883c269eca40ee455147716951a25048ecfdc1",
  "parents": [
    "fc27a560cb95b742ac591901b7575c4e99fe4af9"
  ],
  "author": {
    "name": "csmartdalton",
    "email": "hello@rive.app",
    "time": "Thu Jul 20 01:20:14 2023 +0000"
  },
  "committer": {
    "name": "csmartdalton",
    "email": "hello@rive.app",
    "time": "Thu Jul 20 01:20:14 2023 +0000"
  },
  "message": "Remove the \u0027EMIT_OFFSCREEN_VERTEX\u0027 macro in PLS\n\nD3D and metal both have an opposite sense of Y when rendering to an\noffscreen texture. This knowledge used to be baked into the shaders, but\nthat makes it difficult to correctly get triangle windings when we\u0027re\nusing face culling. This PR instead moves this knowledge of the Y\ndirection into variables by negating the Y viewport uniforms when\nnecessary.\n\nThis change also exposed an issue in minify.py where HLSL semantic names\nwere getting collisions because they are NOT case sensitive. So this\nchange also updates minify.py to not use lower case letters in\n\"@exported\" names.\n\nDiffs\u003d\n623766365 Remove the \u0027EMIT_OFFSCREEN_VERTEX\u0027 macro in PLS (#5615)\n\nCo-authored-by: Chris Dalton \u003c99840794+csmartdalton@users.noreply.github.com\u003e\n",
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