 
    
Anyone know how to do this? I've been trying to solve it for days
This is the code of my scene:
clip {
 id: MyClip
 deny: cage
 border: 50
}
texture {
 id: logo
 source: sellofondo.png
camera {
 type: 2D
 size: 800, 450
// LOGO SELLO DE AGUA
 sprite {
 pos: 420, 600, 1
 hotspot: 0.5, 1.0
 source: sellofondo.png
 blend: false
 }
quad { // Non textured quad polygon.
 size: 800, 450
 pos: 0, 0
 hotspot: 0, 0
 shader: fragment, redwater.fsh // fragment or vertex and source file of the GLSL shader.
 }
 clipSprite {
 pos: 405, 455, 1
 standingHeight: 400
 sittingHeight: 300
 source: MyClip
 color: 0, 0, 0
 opacity: 0.3
 shader: fragment, Blur.fsh
 uniform: orientation, vec2, 0, 1
 uniform: changeColor, int, 1
 }
//ZOOM (SOMBRA)
 clipSprite {
 pos: 440, 600, 1
 scale: -2.0, 2.0
 standingHeight: 380
 sittingHeight: 280
 source: MyClip
 color: 0, 0, 0
 opacity: 0.7
 shader: fragment, Blur.fsh
 uniform: orientation, vec2, 0, 1
 uniform: changeColor, int, 1
 
 }
//ZOOM (ORIGINAL)
 clipSprite {
 pos: 420, 600, 1
 scale: -2.0, 2.0
 standingHeight: 380
 sittingHeight: 280
 source: MyClip
 
 }
//ORIGINAL (SOMBRA)
 clipSprite {
 pos: 420, 430, 1
 standingHeight: 380
 sittingHeight: 280
 source: MyClip
 color: 0, 0, 0
 opacity: 0.8
 shader: fragment, Blur.fsh
 uniform: orientation, vec2, 0, 1
 uniform: changeColor, int, 1
 }
//ORIGINAL
 clipSprite {
 pos: 400, 430, 1
 standingHeight: 380
 sittingHeight: 280
 source: MyClip
 }
/// ORIGINAL REFLEJ0
 clipSprite {
 scale: 1, -1
 hotspot: 0,0 
 pos: 400, 430, 1
 standingHeight: 380
 sittingHeight: 280
 opacity: 0.5
 source: MyClip
 clipNameSprite {
 scale: 0.5
 pos: 400, 450, 1
 hotspot: 0.5, 1
 source: MyClip
 }
}