precision mediump float; uniform vec3 iResolution; uniform sampler2D iChannel0; uniform bool flip; uniform vec2 direction; #pragma glslify: blur = require('../') void main() { vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy); if (flip) { uv.y = 1.0 - uv.y; } gl_FragColor = blur(iChannel0, uv, iResolution.xy, direction); }