  	depthQueue[relevantSize]=depthQueueTexel;
  	relevantSize++;
  	}//end if(valid point)
+  else break;//zero means end-of-list.
  }//end for(DEPTH_QUEUE_SIZE)
  
  // D E P T H   S O R T

 vec2	texelXY		= tDims*vec2(uv.x,1-uv.y);
 vec2	ceilTexXY	= ceil(texelXY);
 vec2	codeXY		= mod(texelXY,float(CODE_SIDE_WIDTH_TEXELS));
 vec2	dH			= vec2(codeXY.x,codeXY.y)-3;
 uint	renderFlags = tocHeader[TOC_HEADER_OFFSET_QUADS_RENDER_FLAGS];
 vec4	cTexel  	= codeTexel(texelXY,textureID,tDims,renderFlags);
 

 	 mix(codeTexel(vec2(ceilTexXY.x,texelXY.y),textureID,tDims,renderFlags),codeTexel(ceilTexXY,textureID,tDims,renderFlags),dH.y),//Right
 	   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
