 **/
 
 void main(){
-uint	primitiveID = uint(texture(primitiveIDTexture,screenLoc)[0u]*65536);
+uint	primitiveID = uint(texelFetch(primitiveIDTexture,ivec2(gl_FragCoord),0)[0u]*65536);
 vec4	color;
 /*vec3	illuminatedFog
 					= fogColor*sunColor;*/

 color = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(primitiveID)) ,true);
 }

vec4	fsq			= texture(layerAccumulator,screenLoc);

uint relevantSize=0u/*depthOfFloatShiftQueue(fsq)*/;
vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID

 uint	codeBkPgNum	= codeIdx / CODES_PER_CODE_PAGE;
 vec2	subTexUVsub	= codeXY*CODE_PAGE_TEXEL_SIZE_UV;
 vec2	codePgUV	= (vec2(float(codeIdx % CODE_PAGE_SIDE_WIDTH_CODES),float((codeIdx / CODE_PAGE_SIDE_WIDTH_CODES)%CODE_PAGE_SIDE_WIDTH_CODES))/float(CODE_PAGE_SIDE_WIDTH_CODES))+subTexUVsub;
 return				  textureLod(rgbaTiles,vec3(codePgUV,codeBkPgNum),0);
 }
 
 vec4 intrinsicCodeTexel(uint textureID,vec3 norm,vec2 uv){
