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- float2 blurVec = (previous.xy - projPos.xy) * 0.5f;
- float2 v = blurVec / NumberOfSamples;
- half4 colour;
- for(int i = 0; i < NumberOfSamples; ++i)
- {
- float2 uv = input.uv + (v * i);
- colour += tex2D(_MainTex, uv);
- }
- colour /= NumberOfSamples;
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