I'd like to an OpenGL ES 2.0 pipeline that in every pass will:
* load 2 textures of the same size (e.g. the last 2 frames from a video).
* average them together.
* low pass filter it in the x-direction in a simple shader.
* low pass filter it in the y-direction in a simple shader.
* subtract the result from the original average, and render that image.
I'm currently using an OpenGL ES 2.0 emulator esUtil from (https://github.com/danginsburg/opengles-book-samples/). You can use whatever you want. I'd love to run it on windows if at all possible.
We must use OpenGL ES 2, which has been causing me problems.
* Here is an example of a low pass filter shader, that you can basically copy: http://stackoverflow.com/questions/15752679/performance-issue-of-glimageprocessing-re-implemented-with-opengl-es-2-shaders
* For testing, you can generate some test images, or read them from disk. If you like, I can give you some code.
* Just to be clear: I don't really care about the shaders -- I'll probably write next versions of the shaders pretty fast. What I need is OpenGL ES 2 working.
* Whatever you give me, my plan is to port it to NaCl with OpenGL ES 2 in the Chrome Browser. That means I need pretty plain vanilla OpenGL ES 2. Alas, I don't have access to OpenCL or CUDA. ( By the way, You don't need to know anything about NaCl for the project.)