 	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 _colorShift = 1; //actually a boolean, should use color effects or not ( doppler + spotlight). 
 
 	float xyr = 1; // xy ratio
 	float xs = 1; // x scale


			float d = (_spdOfLight*_spdOfLight) - (rotateViw.x*rotateViw.x + rotateViw.y*rotateViw.y + rotateViw.z*rotateViw.z);

			float tisw = (float)(((-b - (sqrt((b * b) - ((float)float(4)) * d * c))) / (((float)float(2)) * d)));

			//Check to make sure that objects that have velocity do not appear before they were created (objects behind huts) 
  			if (_wrldTime + tisw > _strtTime || _strtTime==0)
			{
				o.draw = 1;

		
		// ( 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;
