David is Principal Program Manager at Microsoft where he is leading the UWP Community Toolkit project. He is also the author of Babylon.js, an open source 3d engine entirely developed with TypeScript. David calls himself a geek. He is a big fan of Magic the Gathering cards and Babylon5 tv show.
In this article, David Catuhe will help you understand how shaders work and even experiment with their inner power in an easy way, thanks to Babylon.js. Before experimenting, David will show you how things work internally. When dealing with hardware-accelerated 3D, you will have to deal with two CPUs: the main CPU and the GPU. The GPU is a kind of extremely specialized CPU. Once all of the states are set, the CPU can define what to render: the geometry. The final step for the CPU is to define how to render the geometry. Shaders are pieces of code that the GPU will execute for each of the vertices and pixels it has to render.
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