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    <p>If you register as a developer at the <a href="http://developer.apple.com/devcenter/ios/" rel="noreferrer">iOS Developer Center</a> (free), you can download Xcode and the iOS SDK (again, for free when you get Xcode 3), which includes a simulator capable of OpenGL ES 2.0. This of course assumes you have a Mac to run that all on.</p> <p>Once you have the SDK, you can simply start up Xcode and create a new application based on the OpenGL ES Application template. This application will be a fully functional OpenGL ES 1.1 and 2.0 iOS application that you can build and run in the simulator. You can ignore all of the iOS-specific setup code and focus on the <code>-drawFrame</code> method in the <code>xxxViewController.m</code> class, which is where the OpenGL ES 2.0 drawing code lies.</p> <p>This can be a pretty quick environment to set up for playing with OpenGL ES 2.0 shaders. I've also tried out the PowerVR SDK package that trenki suggests, and it is a little more involved to get something set up with that. If you're on Windows, it will be a lot more viable of a solution than the Mac-based iOS SDK I describe here.</p> <p>One other shader development tool that can come in handy for prototyping on the Mac is Quartz Composer. It comes along with Xcode, and provides a visual prototyping environment for all sorts of effects, including OpenGL shaders. I demonstrate an example of doing this kind of prototyping in an article I wrote <a href="http://sunsetlakesoftware.com/2010/10/22/gpu-accelerated-video-processing-mac-and-ios" rel="noreferrer">here</a>. Desktop GLSL and the implementation in OpenGL ES differs slightly, but much is the same between the two.</p> <p>While targeted at iOS, I taught a class on OpenGL ES 2.0 recently as part of a course that can be downloaded <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=407243028" rel="noreferrer">from iTunes U</a> for free. It might helpful in getting up to speed on shaders.</p>
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