Using OpenGL Shaders in Millumin?

edited January 2014 in MAIN
I have written some custom shaders that i'd like to use in Millumin; mostly for dealing with masks, transparencies, alpha channel generation and such.
What is the best way?  Implement them in Quartz Composer and use as effects?  openFrameWorks and syphon?  something easier?

thanks,
ali

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