#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; }