As I understand it......
Pixel shaders change the appearance (think of them as a programable texture)
Vertex shaders change the shape (think of them as programs that animate the shape)
The vertex and pixel shaders often work together,look at the bubble shader example in the help files, it undulates because the vertex shader (a program realy) cycles the shape to make it move like a bubble, and the appearance is altered by a pixel shader, the two work in unison to give that reflective-transparent-wobbly bubble effect where the highlight moves about.
You can make 400 bubbles as simply as making 400 spheres and adding the shader to them (pity the shader ignores the z buffer....it seems to have a programming error)
, as for where you get them, try Nvidia`s dedicated shader site and ATI`s site may have some, there are also shader sites that talk about and display demo`s of nothing but shaders.
AFAIK you need to make a few alterations to make them work in DB, but it`s just altering a few of the initial lines or something, (not tried em myself yet...apart from the DB examples).
The reason you get the shader to do the work rather than the program or running an animation, is that the GFX card has specialised registers and mini cpu blocks just for handling colour and 3D data that mean the GFX card can take all the load out of handling the shapes automaticaly, and the PC can get on with running the game.
Also the card may have a slower GPU clock speed than your PC`s CPU but it can do the calculations faster than any CPU could do since it is made just to do 3D and colour, the CPU couldn`t even come close to the speed of the GPU on a graphics card (think of how much slower and worse software renderd images are compared to what the same images look like rendered on even a pretty basic ATI or Fx card)
Some of the video card researchers are currently developing cards that will do realtime raytraceing (caustics and refraction etc) in the hardware, as well as including instruction sets to allow them to handle physics and collision from properties supplied to the shader data for that shape, that should increase the speed and realism of the next-but-one generation of cards even further.
Mentor.
System spec : Pentium 3.0Ghz, 512MB DDR, 1x160Gb HD (using 2 overheats
), DVD RW/CD RW (all modes), multimedia front panel, 6 way surround sound, ATI radeon 9800 128mb.