   // D E P T H   A S S E M B L Y
   for(uint i=0u; i<relevantSize; i++){
    vec4 dqColor = primitiveLayer(pQuads[ordering[i]],vUVZI[ordering[i]], false, _w[ordering[i]]);
-   float span = 1-color.a;
-   color.rgb	= mix(dqColor.rgb,color.rgb,dqColor.a*color.a);
-   color.a		= color.a+dqColor.a*span;
-   if(color.a > ALPHA_THRESHOLD)
+   //float span = 1-color.a;
+   //color.rgb	= mix(dqColor.rgb,color.rgb,dqColor.a*color.a);
+   //color.a		= color.a+dqColor.a*span;
+   color = reverseBlend(dqColor,color,dqColor.a);
+   if(color.a < ALPHA_THRESHOLD)
     break;
   }//end for(relevantSize)
 
-if(color.a < ALPHA_THRESHOLD){
+if(color.a > ALPHA_THRESHOLD){
  // S O L I D   B A C K D R O P
  uint opaquePrimID = uint(texelFetch(primitiveIDTexture,ivec2(gl_FragCoord),0)[0u]*65536);
  if(opaquePrimID>0u){


const uint RENDER_FLAGS_WRAP					=0x1u;

const float ALPHA_THRESHOLD						=.98;

const float TILE_PAGE_SIDE_WIDTH_TEXELS = 128;
const uint CODE_SIDE_WIDTH_TEXELS 		= 4u;

	}
**/

vec4 reverseBlend(in vec4 src, in vec4 dest, in float alpha){
 dest.rgb += (dest.a*src.a)*src.rgb;
 dest.a *= 1-src.a;
 return dest;
}

void main(){
uint	primitiveID;
vec4	color		= vec4(0,0,0,1);
vec4	fsq			= texelFetch(layerAccumulator,ivec2(gl_FragCoord),0)*65536;
uint relevantSize=0u/*depthOfFloatShiftQueue(fsq)*/;
vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID
