             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
+
+                // HACK: fix horizontal disaligment on Vive
+                o.vertex.x /= 1.01;
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;


Shader "Unlit/StencilTest"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
        _FillColor ("FillColor", Color) = (1,1,1,0.5) 
        _LineWidth ("LineWidth", Range(0, 1)) = 1
        _LineColor ("LineColor", Color) = (1,0,0,0.6) 
	}
	SubShader
	{
		Tags { "RenderType"="Transparent" }
		LOD 100

        ZWrite Off
        ZTest Always

                o.vertex = UnityObjectToClipPos(v.vertex);

                float4 n = mul(UNITY_MATRIX_MV, float4(v.normal, 0));
                n.z = 0; 
                n.w = 0;
                n.xyz= normalize(n.xyz);

