{"push_id":634211897,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"bfe257c68d8404cf82f64dde6289b7c7fe9f8243","before":"34d6a66675267bb127f2672c541f84daf3c60794","commits":[{"sha":"bfe257c68d8404cf82f64dde6289b7c7fe9f8243","author":{"email":"d12eb697b718156ba255408722460a103b2f179c@marcan.st","name":"Hector Martin"},"message":"Avoid divide by zero in fragment shader\n\nThis is technically undefined. Although we don't care about the RGB\nresult when alpha is 0, apparently on some implementations this\nends up in a NaN or Inf-like value that propagates through the\noutput combiner and breaks alpha blending (opaque black pixels even\nthough alpha = 0)","distinct":true,"url":"https://api.github.com/repos/marcan/blitzloop/commits/bfe257c68d8404cf82f64dde6289b7c7fe9f8243"}]}