 				float relativeZ;
 				float distanceSquared;
 
-				float distance1;
-
 				float fade1;
 
 				float timeFade;


				col *= _TintColor * tex2D(_PatternTex, iv.texcoord);
				
				float4 newCol = tex2D(_LastFrame, iv.texcoord1) * 0.9;
				col = max(col, newCol);
				
				return col;


					distanceSquared = relativeX * relativeX + relativeY * relativeY + relativeZ * relativeZ;

					fade1 = max((20.0 - distanceSquared) / 40.0, 0.0);
					if ((1.0 - distanceSquared) > 0.0) fade1 = 1.0;

					half elapsedTime = _Time.y - _ShieldHitBuffer[i][3];
					timeFade = max((0.5 - elapsedTime) / 0.5, 0.0); // Not sure about this.

					totalFade = max(totalFade, fade1*timeFade);
				}
				
				//totalFade = min(totalFade, 1.0);
