 			newz = riw.z + newz;
 			newz /= (float)sqrt(1 - (speed*speed));
 			riw.z = newz;
-		   	if (speed != 0)
+		  	if (speed != 0)
 			{
 				float trx = riw.x;
-				float try = riw.y;
+				float trry = riw.y;
 	
 				riw.x = riw.x * (ca + ux*ux*(1-ca)) + riw.y*(ux*uy*(1-ca)) - riw.z*(uy*sa);
 				riw.y = trx * (uy*ux*(1-ca)) + riw.y * ( ca + uy*uy*(1-ca)) + riw.z*(ux*sa);
-				riw.z = trx * (uy*sa) - try * (ux*sa) + riw.z*(ca);
+				riw.z = trx * (uy*sa) - trry * (ux*sa) + riw.z*(ca);
 			}
 		}
 		else

		
			//Here begins the original code, made by the guys behind the Relativity game

   			//Rotate that velocity!
			float4 rotateViw = float4(0,0,0,0);
			if ( speed != 0 )
			{	
			    rotateViw.x = (_viw.x * (ca + ux*ux*(1-ca)) + _viw.y*(ux*uy*(1-ca)) + _viw.z*(uy*sa))*_spdOfLight;
				rotateViw.y = (_viw.x * (uy*ux*(1-ca)) + _viw.y * ( ca + uy*uy*(1-ca)) - _viw.z*(ux*sa))*_spdOfLight;
				rotateViw.z = (_viw.x * (-uy*sa) + _viw.y * (ux*sa) + _viw.z*(ca))*_spdOfLight;

		
		// ( 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;
