You can try to handle several explosions in the same shader directly, if the algorithm can be adapted accordingly.
Otherwise there's still the simple solution to apply as many post-effects as you want in a single frame (apply the first, then apply the second on the result, etc.).
I think that solution 1 should be the best, it's very easy to compute the sum of multiple shockwaves at a given pixel. The only drawback is that it imposes a hard-coded limit on the number of simulatenous explosions that the shader can handle.