$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() { gl_FragColor = texture2D(s_texColor, v_texcoord0.xy) * vec4( u_compose_mult , u_compose_mult , u_compose_mult , u_compose_mult*u_compose_alpha ); }