(+): upgraded to Cocos2D 2.0 and to the static lib version used in my repo (linked with FacebookLib and Utilities too).
(x): on second thought, removed unnecessary dependencies.
(+): added small README.
(+): added iPad and Retina support.
(+): minor optimizations… RGB565 texture and EAGLView color formats and reduced framerate to 30 Hz (lowers latency with touches being tracked due to high GPU load).
(x): small Xcode change.
(+): made the demo texture image relative instead of screen relative and added stub support for CCRenderTexture use.
(x): thanks to an old a raker's post, the scaled sprite does not "move" when you scale it.
(x): more changes trying to universalize the processing code in the ripple sprite.
(x): fixed bugs in touch handling code and now it detect the right area for touches.

Change scaleRTT in the HelloWorldLayer file to change the size of the
CCRenderTexture object we use to provide the ripple sprite with a
source texture to play with.
(x): the final image gets positioned in a more intuitive way and scaled to fill the screen depending on the scale factor used. Performance on iPad 1 is still too low.
(+): experimental changes with a shaders based solution.
(x): using a separate vertex shader program.
Merge pull request #1 from Panajev/master

Cocos2D 2.0 conversion