I improved a little my previous modifications of ofxFFGL (aimed to make it work wit OF 080), getting rid of the ugly "testApp" class (it is not ugly by itself but my way of using it was). Now there is one single class (pluginApp) that inherits from the original plugin and everything lives in there.
There is a hook that lets you do something when parameters change (pluginApp::onParameterChanged) and support for shaders, either to be loaded from source files on disk on runtime or embedded in code (see shaders.h).
The project is for XCode 5, and it has a post-build script that copies support files in the build "data" directory and then the whole bundle to Arena vfx dir, to speed up the build-test-debug cycle. There is a little OSX-only code at the setup() method, it is used to gather the complete path of the bundle when loaded by host and load support files (only a sample font in this example).
It should work on windows too with a few minor modifications, it would be interesting if someone wanted to give it a try.
The whole thing is a bit of a hack, and may be it should be reviewed from ground up... but I lack both the time and the knowledge to do it properly, so this is what I can offer. Use it at your risk
At the moment there is not a github fork for this code, but you can easily download it here
http://www.cogitamus.it/varie/FFGL_Exam ... fiedDM.zip
the ofxFFGLPlugin folder has to be copied in "addons" directory in the OF installation, the FFGL_Example_modifiedDM (that you of course can rename at your wish) goes into "myApps".
I successfully used this to build 4 plugins plus the included example, and would be happy to know that someone else is trying and may be improving it (there still is much to do