 int renderListLogicalVEC42PhysicalVEC4(uint _logical){
 	uint logical = _logical + logicalVec4Offset;
 	return int(renderListPageTable
-		[logical/PAGE_SIZE_VEC4]*PAGE_SIZE_VEC4
+		[logical/PAGE_SIZE_VEC4+1u]*PAGE_SIZE_VEC4
 		+logical%PAGE_SIZE_VEC4);
 	}//end renderListLogicalVEC42PhysicalVEC4(...)
 

uniform uint 			renderListPageTable[172];
uniform usamplerBuffer 	rootBuffer; 	//Global memory, as a set of uint vec4s.
uniform mat4 			cameraMatrix;
uniform float			objectBufferQuadIncrement;
uniform uint			logicalVec4Offset;

//DUMMY
layout (location = 0) in float dummy;

 uint	col				= vid%VERTICES_PER_ROW;
 int	objectIndex		= int(row*MATRICES_PER_ROW+col);
 gl_Position.x			+=(float(col)*OBJ_TEX_WIDTH_SCALAR*2)-1;
 gl_Position.y			= 1-(float(row+rowTweak)*OBJ_TEX_HEIGHT_SCALAR*2);//AMD needs +1u, nVIDIA, +0u
 int 	objectDefIndex	= int(texelFetch(rootBuffer,renderListLogicalVEC42PhysicalVEC4(uint(objectIndex/4)))[objectIndex%4]);
 uvec4 	objectDef 		= texelFetch(rootBuffer,objectDefIndex);
 int 	matrixOffset 	= int(objectDef[0]);
