-At the BoF, one attendee described how they are implementing
-*transparent* shader algorithms. Most shader hardware provides
-triangle algorithms that asume a solid surface. Using such hardware
-for transparent shaders is a two-pass process which clearly comes with
-an inherent *100%* performance penalty. If, on the other hand, they had
-some input into a new 3D core, one that was designed to be flexible...
+At the BoF, one attendee described how they are implementing *transparent*
+shader algorithms. Most shader hardware provides fixed-function triangle
+algorithms that asume a solid surface. Using such hardware for transparent
+shaders is a two-pass process which clearly comes with an inherent *100%*
+performance penalty. If, on the other hand, they had some input into a
+new 3D core, one that was designed to be flexible...