You would just do this, before void main:

    varying vec4 v_texcoord0;
    varying vec4 v_texcoord1;
    varying vec4 v_texcoord2;
    varying vec4 v_texcoord3;

Then do the same in the fragment shader, and replace gl_Texcoord[0] with v_texcoord0 and so on everywhere. Then it would be ES compatible. Anyway, no big deal.  

I do think something is wrong with your vertex shader here, now it sets all four texture coordinates to the same. This makes the light bloom effect that the fragment shader tries to do do nothing.