 				float4 worldSpacePosition : TEXCOORD0;
 				float4 dist : TEXCOORD1;
 			};
+
 			
 			v2g vert (appdata v)
 			{

			#pragma vertex vert
			#pragma geometry geom
			#pragma fragment frag

			#include "UnityCG.cginc"

			float _WireThickness;

				// Early out if we know we are not on a line segment.
				if(minDistanceToEdge > 0.9)
				{
				    #ifdef USEDISCARD_ON
					discard;
					#else
					return _FillColor;
					#endif
				}

				return _LineColor;
