   
   // D E P T H   A S S E M B L Y
   for(uint i=0u; i<relevantSize; i++){
-   vec4 dqColor	= intrinsicCodeTexel(0,floatBitsToUint(depthQueue[i][2u]),vec3(0,0,0),depthQueue[i].rg);
+   vec4 dqColor	= intrinsicCodeTexel(0,floatBitsToUint(depthQueue[i][2u]),vec3(0,0,0),depthQueue[i].rg,illuminatedFog);
    color 		= mix(color.rgb,dqColor.rgb,dqColor.a);
   }//end for(relevantSize)
   

 	   dH.x);//Vertical

 float sunIllumination			= dot(sunVector,norm);
 if(dot(norm,norm)>.1)cTexel.rgb	//Dot being used as cheap magnitude measurement
 								=((clamp(sunIllumination,0,1)*sunColor)+fogColor) * cTexel.rgb;
 								// TODO: Re-design and optimize
 cTexel 						= mix(cTexel,vec4(fogColor*sunColor,1),clamp(pow(linearDepth,3)*1.5,0,1));//FOG
 return cTexel;
 }//end intrinsicCodeTexel


 return				  texture(rgbaTiles,vec3(codePgUV,codeBkPgNum));
 }
 
 vec4 intrinsicCodeTexel(float warpedFog,uint textureID,vec3 norm,vec2 uv, vec3 illuminatedFog){
 // TOC
 if(textureID==0u)return vec4(0,1,0,1);//Green means textureID=zero
 //if(textureID>100024u||textureID<0u)return vec4(1,1,0,1);//Yellow means 0xDEADBEEF (unwritten) reverse[4022250974][3735928559u]
