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Important concepts and terms
The
following reference list contains important terms that you will
encounter in this chapter:
Kernel: For Pixel Bender, a kernel is the same thing
as a shader. Using Pixel Bender your code defines a kernel, which
defines a single function that executes on each of the pixels of
an image individually.
Pixel Bender bytecode: When a Pixel Bender kernel is compiled
it is transformed into Pixel Bender bytecode. The bytecode is accessed
and executed by Flash Player or Adobe AIR at run time.
Pixel Bender language: The programming language used to create
a Pixel Bender kernel.
Pixel Bender Toolkit: The application that is used to create
a Pixel Bender bytecode file from Pixel Bender source code. The
toolkit allows you to write, test, and compile Pixel Bender source
code.
Shader: For the purposes of this document, a shader is a
set of functionality written in the Pixel Bender language. A shader’s
code creates a visual effect or performs a calculation. In either
case, the shader returns a set of data (usually the pixels of an
image). The shader performs the same operation on each data point,
with the only difference being the coordinates of the output pixel.
The
shader is not written in ActionScript. It is written in the Pixel
Bender language and compiled into Pixel Bender bytecode. It can
be embedded into a SWF file at compile time or loaded as an external
file at run time. In either case it is accessed in ActionScript
by creating a Shader object and linking that object to the shader
bytecode.
Shader input: A complex input, usually bitmap image data,
that is provided to a shader to use in its calculations. For each
input variable defined in a shader, a single value (that is, a single
image or set of binary data) is used for the entire execution of
the shader.
Shader parameter: A single value (or limited set of values)
that is provided to a shader to use in its calculations. Each parameter
value is defined for a single shader execution, and the same value
is used throughout the shader execution.
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