 				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
 				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
 				UNITY_TRANSFER_FOG(o,o.vertex);
+
+				o.vertex2 = o.vertex;
+
 				return o;
 			}
 			

				// sample the texture
				fixed4 col = tex2D(_MainTex, i.uv);

				if(i.vertex.y < _YCutOff)
					discard;

				if( _Alpha == 0.0 )

				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
				float4 vertex2 : TEXCOORD1;
			};

			sampler2D _MainTex;
