 				o.ScreenPos = UnityObjectToClipPos(v.LocalPos);
 				return o;
 			}
-			
+
+
 			fixed4 frag (v2f i) : SV_Target
 			{
-				float3 ViewDir = _WorldSpaceCameraPos.xyz - i.WorldPos;
+				
+				float3 ViewDir = GetEyePosition() - i.WorldPos;
 				float2 EquirectUv = ViewToEquirect( ViewDir );
 
 				//	gr: why upside down?

			#include "UnityCG.cginc"
			#include "PopCommon.cginc"


			//	global toggle
			int LeftEye = 0;


Shader "New Chromantics/Stereo360"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		[Toggle(ENABLE_STEREO)] _Stereo("Enable Stereo", Float) = 0

		[KeywordEnum(IsCamera,IsLocalOrigin)]EyePosition("EyePosition",float) = 0
	}
	SubShader
	{
