Using the kitchen sink plane shader for viewport effects, even if only a small part of them are active, incurs great performance loss on mobile, so split the rendering into multiple optional passes which additionally use the blending hardware for faster mixing (lerping). Also, don't mirror the PingPong textures if the viewport effect covers the entire screen area anyway.
		
			
				
	
	
		
			8 lines
		
	
	
	
		
			112 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			8 lines
		
	
	
	
		
			112 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 projMat;
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attribute vec2 position;
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void main()
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{
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	gl_Position = projMat * vec4(position, 0, 1);
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}
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