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Sep 25th, 2018
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  1. float2 blurVec = (previous.xy - projPos.xy) * 0.5f;
  2. float2 v = blurVec / NumberOfSamples;
  3.  
  4. half4 colour;
  5. for(int i = 0; i < NumberOfSamples; ++i)
  6. {
  7. float2 uv = input.uv + (v * i);
  8. colour += tex2D(_MainTex, uv);
  9. }
  10.  
  11. colour /= NumberOfSamples;
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