#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; uniform sampler2D u_texture2; void main() { vec4 origColor = texture2D(u_texture, vTexCoord); vec4 blurredColor = texture2D(u_texture1, vTexCoord); vec4 lightFilterColor = texture2D(u_texture2, vTexCoord); vec4 result; result = origColor + blurredColor; gl_FragColor = result*vColor; }