Hey this was super helpful, and I've been getting the hang of using shaders in OF. The final bit I'm not fully understanding is how to continue using the pixels I've modified with a shader. Right now by modifying the 4th shader example that comes with OF, I have my original texture image being randomly deformed in the ways I want. What I'm having more trouble doing is feeding that modified and deformed texture to be the basis for the shader's transformation next frame.
shader.setUniformTexture("text", *texP, 0);
shader.setUniform1f("mouseX", ofRandom(0, 5));
This is the current code I have modified within the draw function. "plane", "shader", and "text" are all global variables. I'm guessing the problem is that resizeToTexture is not doing what I hope it's doing (taking the values changed by the shader and writing them to the texture for the next frame). Any suggestions for best practices here? Should I do this somehow within the glsl?
Thanks so much for the help and friendly response.