 	}
 	
 	CGINCLUDE
-// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members pos2,uv1,svc,vr,draw)
-#pragma exclude_renderers d3d11 xbox360
+	// Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members pos2,uv1,svc,vr,draw)
+	#pragma exclude_renderers d3d11 xbox360
 	// Upgrade NOTE: excluded shader from Xbox360; has structs without semantics (struct v2f members pos2,uv1,svc,vr)	
-	// Not sure when this^ got added, seems like unity did it autimatically some update?
+	// Not sure when this^ got added, seems like unity did it automatically some update?
 	#pragma exclude_renderers xbox360
-		
+	#pragma glsl
 	#include "UnityCG.cginc"
 	
 	//Color shift variables, used to make guassians for XYZ curves

	float _spdOfLight = 100; //current speed of light
	float _wrldTime = 0; //current time in world
	float _strtTime = 0; //starting time in world
	float _colorShift = 1; //actually a boolean, should use color effects or not ( doppler + spotlight)

	float xyr = 1; // xy ratio
	float xs = 1; // x scale

		
		// ( 1 - (v/c)cos(theta) ) / sqrt ( 1 - (v/c)^2 )
		float shift = (1-((x1*i.vr.x + y1*i.vr.y + z1*i.vr.z)/sqrt( x1 * x1 + y1 * y1 + z1 * z1)))/i.svc; 
		if ( _colorShift == 0) 
		{
			shift /= shift;
		}
		//Get initial color 
		float4 data = tex2D (_MainTex, i.uv1).rgba;   
		float UV = tex2D( _UVTex, i.uv1).r;
		float IR = tex2D( _IRTex, i.uv1).r;
