 				return step( normalDelta.x + normalDelta.y + normalDelta.z, _NormalBias) * step( depthDelta, _DepthBias);
 			}
 			
-			inline void processSample( float2 uv, 
+			inline void processSample( float2 uv,
 						 			   float3 sourceNormal,
 						 			   float sourceDepth,
-									   float i, 
-									   float sampleCount, 
+									   float i,
+									   float _BlurQuality, //old sampleCount
 									   float2 stepSize, 
 								  	   inout half4 accumulator, 
 								  	   inout half denominator)
 			{
 				float2 offsetUV = stepSize * i + uv;
 				half isSame = compareNormalAndDepth( sourceNormal, sourceDepth, offsetUV);
-		        half coefficient = weights[ sampleCount - abs( i)] * isSame;
+		        half coefficient = weights[ _BlurQuality - abs( i)] * isSame;
 		        accumulator += tex2D( _MainTex, offsetUV) * coefficient;
 		        denominator += coefficient;
 			}

//  EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

 
Shader "kode80/BilaturalBlur" 
{
	Properties 
	{

//  Copyright (c) 2015, Ben Hopkins (kode80)
//  All rights reserved.
//  
//  Redistribution and use in source and binary forms, with or without modification, 
