#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif

varying LOWP vec4 vColor;
varying vec2 vTexCoord;


uniform sampler2D u_texture;
uniform sampler2D u_texture1;
void main() {
	vec4 origColor = texture(u_texture, vTexCoord);
	vec4 blurredColor = texture(u_texture1, vTexCoord);
	gl_FragColor = origColor + blurredColor;
}
