Results 6 comments of Fabricio Oliveira

you must put your settings to use the ES2 renderer type. settings.glesVersion = OFXIOS_RENDERER_ES2; // type of renderer to use, ES1, ES2, ES3

//CloneShader precision highp float; uniform sampler2D src, srcBlur, dstBlur; varying vec2 texCoordVarying; void main() { vec2 pos = vec2(texCoordVarying.x, texCoordVarying.y); vec4 srcColorBlur = texture2D(srcBlur, pos); if(srcColorBlur.a > 0.){ ``` vec3...

//MaskShader precision highp float; uniform sampler2D tex0, mask; uniform vec2 direction; uniform int k; varying vec2 texCoordVarying; //#define LOW_RES //#define USE_HARDWARE_INTERPOLATION #define STANDARD void main() { vec2 pos = vec2(texCoordVarying.x,...

the only difference that i can see is in the maskedBlur method(i didn't changed it). Its the same from the sample i think. void Clone::maskedBlur(ofTexture& tex, ofTexture& mask, ofFbo& result)...

and my cloneshader is: precision highp float; uniform sampler2D src, srcBlur, dstBlur; varying vec2 texCoordVarying; void main() { vec2 pos = vec2(texCoordVarying.x, texCoordVarying.y); vec4 srcColorBlur = texture2D(srcBlur, pos); if(srcColorBlur.a >...

any thoughts on this? im having the same problem...