 
 #if defined WR_FEATURE_COLOR_TARGET
 #define SAMPLE_TYPE vec4
-#define SAMPLE_TEXTURE(uv)  texture(sPrevPassColor, vec3(uv, vUvLayer))
+#define SAMPLE_TEXTURE(uv)  texture(sPrevPassColor, uv)
 #else
 #define SAMPLE_TYPE float
-#define SAMPLE_TEXTURE(uv)  texture(sPrevPassAlpha, vec3(uv, vUvLayer)).r
+#define SAMPLE_TEXTURE(uv)  texture(sPrevPassAlpha, uv).r
 #endif
 
 // TODO(gw): Write a fast path blur that handles smaller blur radii

    // TODO(pcwalton): Actually make use of this fact and use the texture
    // hardware for linear filtering.
    vSupport = int(ceil(1.5 * blur_task.blur_radius)) * 2;

    if (vSupport > 0) {
        calculate_gauss_coefficients(blur_task.blur_radius);
    } else {
        // The gauss function gets NaNs when blur radius is zero.
        vGaussCoefficients = vec2(1.0, 1.0);
    }

    switch (aBlurDirection) {
        case DIR_HORIZONTAL:

#else
    vec2 texture_size = vec2(textureSize(sPrevPassAlpha, 0).xy);
#endif
    vUv.z = src_task.texture_layer_index;
    vSigma = blur_task.blur_radius;

    // Ensure that the support is an even number of pixels to simplify the
    // fragment shader logic.
