 				o.vertex = UnityObjectToClipPos(v.vertex);
 				// just pass the texture coordinate
 				o.uv = v.uv;
-				o.vertex.xyz += v.normal * LengthOfVertex;
+				//o.vertex.xyz += v.normal * LengthOfVertex;
+
+				o.vertex.z +=  LengthOfVertex / length(o.vertex); //Divide by length
 				return o;
 			}
 


			ZWrite On		//1a)
			Cull Back		//1a)
        }



			}
				ENDCG

				ZTest LEqual 		//1c)
				Cull Front		//1c)
			}
    }
}