The easiest is to work in NDC space, so you need to create BufferGeometry with 4 vertices located at the corners of NDC space (-1, 1) on X and Y and zero Z, to make a quad that will fill in the screen.
Use ShaderMaterial with that to make a mesh.
You vertex shader will look something like this:
varying vec2 vuv;
void main() {
gl_Position = vec4(position, 1.0);
vuv = uv;
}
your frag shader will do the blur.
You won’t use any matrices, so your camera setup will not be used, THREE requires a camera to work, so define any camera as a plug, it won’t matter.