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In this section, I'll show how to load in a kernel's bytecode and get a Shader handle to the kernel. Once you have a Shader, I'll show the different ways to run it to generate or modify graphics. Then, with the kernel running, I'll show ways to interface with it.
Recall from the section "Introducing Pixel Bender" that you always load compiled Pixel Bender bytecodes, typically stored as PBJ files. Any method of loading binary data will suffice.