             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
+
+                // HACK: fix horizontal disaligment on Vive
+                o.vertex.x /= 1.01;
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;

                o.vertex = UnityObjectToClipPos(v.vertex);

                float4 n = mul(UNITY_MATRIX_MV, float4(v.normal, 0));
                n.z = 0;
                n.w = 0;
                n.xyz= normalize(n.xyz);


            }
            ENDCG
        }
    }
}
 