     // Equation 1 with a single texture lookup.
 
     for (int i = 1; i <= vSupport; i += 2) {
-        gauss_coefficient.xy *= gauss_coefficient.yz;
-
         float gauss_coefficient_subtotal = gauss_coefficient.x;
         gauss_coefficient.xy *= gauss_coefficient.yz;
         gauss_coefficient_subtotal += gauss_coefficient.x;


#include shared,prim_shared

varying vec2 vUv;
flat varying float vUvLayer;
flat varying vec4 vUvRect;
flat varying vec2 vOffsetScale;
// The number of pixels on each end that we apply the blur filter over.
flat varying int vSupport;
flat varying vec2 vGaussCoefficients;

#ifdef WR_VERTEX_SHADER
// Applies a separable gaussian blur in one direction, as specified


    vec2 uv0 = src_rect.p0 / texture_size;
    vec2 uv1 = (src_rect.p0 + src_rect.size) / texture_size;
    vUv.xy = mix(uv0, uv1, aPosition.xy);

    gl_Position = uTransform * vec4(pos, 0.0, 1.0);
}
