 			}
 			ENDCG
 		}
-
+        
         
 		Pass{
 			Tags{

			};

			struct v2f{
				float4 vertex : SV_POSITION;
				float4 vertexW: TEXCOORD0;
				float2 uv	  : TEXCOORD1;
				float3 normal : TEXCOORD2;


			v2f vert(appdata v){
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.vertexW = mul(unity_ObjectToWorld, v.vertex);

				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
