ity, vUV).xy * BLUR_RADIUS / (NUM_STEPS - 1.0);
            fragColor = vec4(0.0, 0.0, 0.0, 1.0);

            for (float i = -NUM_STEPS + 1.0; i < NUM_STEPS; ++i) {
                fragColor.rgb += texture(color, vUV + (i * step)).rgb;
            }

            fragColor.rgb /= (NUM_STEPS * 2.0 - 1.0);
        }
    </script>
    <script type="module">
        import { PicoGL } from "../src/picogl.js";
       
        let blurEnabled = true;
        let slowMoReset = 1;

        document.getElementById("b