 	    
 	    prevWC = normalize(p0.xy - endPointWC.xy);
 	    nextWC = normalize(p1.xy - endPointWC.xy);
-	    vec2 normal = -normalize(vec2(nextWC.y, -nextWC.x));
+	    vec2 normal = normalize(vec2(-nextWC.y, nextWC.x));
 	    
 	    direction = normalize((nextWC + prevWC) * 0.5);
 	    if (dot(direction, normal) < 0.0)

	    }
    }

    vec4 positionWC = vec4(endPointWC.xy + direction * expandWidth * expandDir, -endPointWC.z, 1.0);
    gl_Position = czm_viewportOrthographic * positionWC * show;
    
#ifndef RENDER_FOR_PICK
    vec3 alphas = czm_decodeColor(color.b);

        nextEC = czm_modelView * nextDir;
        p1 = czm_eyeToWindowCoordinates(vec4(positionEC.xyz + nextEC.xyz * pixelSize, 1.0));
        nextWC = normalize(p1.xy - endPointWC.xy);
        direction = normalize(vec2(-nextWC.y, nextWC.x));
    }
    else if (czm_equalsEpsilon(nextDir, vec4(0.0), czm_epsilon7))
    {
