AI-powered
podcast player
Listen to all your favourite podcasts with AI-powered features
Shaders on the Gpu
The way that we expose shaders, kind of to the larger androdeco system, is that you define your geometry. That's where we applyt at the andrid level. In reality, this is closer to that pixl shader. So we've determined where in the screen to draw, and now on a per pixl level, we can determine what it is that we are going to draw. On crn crups of gip, it's mallik when you do three, but there can be thousands of lines long.