    if(color.a < ALPHA_THRESHOLD)
     break;
   }//end for(relevantSize)
+ }//end if(!emptyFSQ)
 
 if(color.a > ALPHA_THRESHOLD){
  // S O L I D   B A C K D R O P

    }//end if(new deepest)
   }//end for(lower end)
  }//end for(relevantSize)
  }//end if(relevantSize>0)
  
  // D E P T H   A S S E M B L Y
  for(uint i=0u; i<relevantSize; i++){

uint	primitiveID;
vec4	color		= vec4(0,0,0,1);
vec4	fsq0			= texelFetch(layerAccumulator0,ivec2(gl_FragCoord),0)*65536;
bool    populatedFSQ    = dot(fsq0,vec4(1))!=0;
vec4	fsq1;
if(populatedFSQ){
 fsq1 = texelFetch(layerAccumulator1,ivec2(gl_FragCoord),0)*65536;
 }
                          
fogCubeColor	    = texture(cubeTexture,norm).rgb;
uint relevantSize=0u/*depthOfFloatShiftQueue(fsq0)*/;
vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID
