I was trying to get the ofxPostProcessing to run on iOS and finally got one of the shaders working (the bloom one). To save others the trouble I am posting some important findings here.
-
If you use setupShaderFromFile or setupShaderFromSource you MUST remember to call bindDefaults() after or your shader attributes won’t work (no texcoords etc.)
-
You can render a full screen quad using an ofMesh or converting an ofMesh to an ofVbo.
-
If you are having trouble with your vertex or fragment shaders, look in ofGLProgrammableRenderer.cpp because it has default vertex and fragment shaders in there that work.
-
Your shader CAN compile without errors and still not work, in which case I recommend checking that your attributes are bound and you are calling setUniformTexture to bind any textures to your shader.
If I have time I will create a pull request with the opengl es changes.