Open GL ES 2.0 iPhone – stupid tricks
In cracking open this OpenGLES-Book I found they had samples to download for the iPhone, so I did that. The authors, basically to avoid problems with including shader files in the end product, they just hard coded character arrays with the shader language.
If you make a new XCode OpenGL ES Application in 3.2.5 you will see what Apple does with their Shaders.
a. they are in a separate directory.. this is not important, except if you have included that in the file arguments.
b. check the target copy and compile section out.
In rebuilding my BaseOGL framework, and including OpenGL2. I was having problems with failed compiled shaders.
Well I found I had to move the Shaders in the Xcode project, from Compiled Resources, to the Copy Bundle Resources. This solved the issue. Just open the twisty under the Target Name. The shaders are compiled on the actual iOS device, so be sure to Move, not Copy. Otherwise you will have Warnings on all builds till the end of time.