         float4 maximum = lerp(topLeft, bottomRight, step(luma.x, luma.y));
     #endif
 
-        k = TAA_HISTORY_NEIGHBORHOOD_SAMPLE_SPREAD * _HistoryTex_TexelSize.xy;
-
         float4 history = tex2D(_HistoryTex, input.uv.zw - motion);
 
     #if TAA_TONEMAP_COLOR_AND_HISTORY_SAMPLES

        float2 motion = tex2D(_CameraMotionVectorsTexture, input.uv.zw).xy;
    #endif

        float2 k = TAA_COLOR_NEIGHBORHOOD_SAMPLE_SPREAD * _MainTex_TexelSize.xy;
        float2 uv = input.uv.xy;
    #if TAA_REMOVE_COLOR_SAMPLE_JITTER && UNITY_UV_STARTS_AT_TOP
        uv -= _MainTex_TexelSize.y < 0 ? _Jitter * float2(1, -1) : _Jitter;

    #define TAA_DILATE_MOTION_VECTOR_SAMPLE 1

    #define TAA_CLIP_HISTORY_SAMPLE 1

    #define TAA_DEPTH_SAMPLE_PATTERN 0
    #define TAA_DEPTH_SAMPLE_SPREAD 1.
