In 2007 Adobe announced Hydra, a shader language for After Effects and Flash. Hydra runs with native speed and uses the GPU which results in enormous speed.
A lot of problems occur when writing a shader for Hydra. No loops, no conditions, and by the way – what is a shader at all? In this session we will explore Hydra, talk about its architecture (do you know the LLVM?) and general tricks when writing shaders.
The presentation will target people that played around with BitmapData in Flash and were always crying when it came to speed. Also the After Effects crowd might be interested as well as artists and other programmers who like visual effects.
Directions for Hydra’s cave and a better understanding of shaders in general. Joa will attempt to wake your interest in image processing and give you a better idea for the daily use of it.