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

		_LineColor ("LineColor", Color) = (1,1,1,1)
		_FillColor ("FillColor", Color) = (0,0,0,0)
		_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100
	}

	SubShader
	{

				// 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;
