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What do You Mean by Shaders? Learn How to Create Them With HTML5 and WebGL

You may have noticed that we first talked a lot about babylon.js lately and most recently we’ve released babylon.js v2.0 with 3D sound positioning (with WebAudio) and volumetric light scattering. If you missed the v1.0 announcement, first you can catch-up with the keynote for day 2 here and go directly to 2:24-2:28: http://channel9.msdn.com/Events/Build/2014/KEY02. In it, Microsoft evangelists Steven Guggenheimer and John Shewchuk demoed how the Oculus Rift support was added to Babylon.js. And one of the key thing for this demo was the work we did on a specific shader to simulate lenses as you can see in this picture: I also presented a session with Frank Olivier and Ben Constable about graphics on IE and Babylon.js: http://channel9.msdn.com/Events/Build/2014/3-558 This leads me to one of the questions I often have about babylon.js: What do you mean by shaders??? So today I am going to try to explain you how shaders work. The Theory Before starting experimenting, we must first see how things work internally. When dealing with hardware accelerated 3D, we are discussing two CPUs: the main CPU and the GPU. The GPU is a kind of extremely specialized CPU. The GPU is a state machine that you set up using […]

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