 
 			v2f vert(appdata_base i)
 			{
-				v2f output;
+				v2f o;
 
-				output.position = mul(UNITY_MATRIX_MVP, i.vertex);
-				output.uv = i.texcoord - half2(.5, .5);
+				o.position = mul(UNITY_MATRIX_MVP, i.vertex);
+				o.uv = i.texcoord - half2(.5, .5);
 
 				o.sqrs.x = pow(_Radius, 2);
 				o.sqrs.y = pow(_Radius - _Width, 2);

{
	Properties
	{
		_MainTex("Albedo (RGB)", 2D) = "white" {}
		_Color("Color", Color) = (1,1,1,1)
		_Width("Line Width", Range(.01, .1)) = .01
		_NRadius("Radius", Range(0, .5)) = .01
	}

	SubShader


			uniform half4 _Color;
			uniform half _Width;
			uniform half _Radius;

			struct v2f
			{
