{"push_id":1090989590,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"1a9ccd430bc01f506608ade1bce0df39b2699ec3","before":"73d3f9baf037f2bf46386272a64fae89cb5ad61b","commits":[{"sha":"968710b9b69c70dfdf8e01757f4828ed4df6eca0","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"extract_unity53_shaders: Refactoring + fix GL shaders\n\nStudying the difference between shader types revealed a correlation to\ndetermine the shader type, and also revealed that OpenGL shaders were\nmissing a few bytes - seems the data structures are not identical for DX\nand GL shaders, which requires some refactoring to cope with cleanly in\nthe code.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/968710b9b69c70dfdf8e01757f4828ed4df6eca0"},{"sha":"1a9ccd430bc01f506608ade1bce0df39b2699ec3","author":{"email":"ce389fd2fa887d610219cb85dea6dc9451973e74@gmail.com","name":"Ian Munsie"},"message":"extract_unity53_shaders: Identify OpenGL shader types\n\nStarting with OpenGL because it's the easy one since the version string\nis in plain text in the shader. Proves the correlation.","distinct":true,"url":"https://api.github.com/repos/DarkStarSword/3d-fixes/commits/1a9ccd430bc01f506608ade1bce0df39b2699ec3"}]}