$input v_color0, v_texcoord0 #include SAMPLER2D(s_texColor, 0); uniform vec4 u_params; #define u_blur_scale u_params.xy #define u_compose_mult u_params.z #define u_compose_alpha u_params.w void main() { vec4 texColor = texture2D(s_texColor, v_texcoord0.xy); gl_FragColor = v_color0 * texColor * vec4(1.0, 1.0, 1.0, u_compose_alpha); }