  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)return vec4(1,1,0,1);//Yellow means 0xDEADBEEF (unwritten) reverse[4022250974][3735928559u]
+ if(textureID==DEAD_BEEF)return vec4(1,1,0,1);//Yellow means 0xDEADBEEF (unwritten) reverse[4022250974][3735928559u]
  uvec4 	tocHeader 	= texelFetch(rootBuffer,int(textureID+TOC_OFFSET_VEC4_HEADER));
  if(tocHeader[TOC_HEADER_OFFSET_QUADS_MAGIC]!=1337u)return vec4(1,0,1,1);//Magenta means invalid texture.
  vec2	tDims		= vec2(float(tocHeader[TOC_HEADER_OFFSET_QUADS_WIDTH]),float(tocHeader[TOC_HEADER_OFFSET_QUADS_HEIGHT]));

 	 mix(cTexel,codeTexel(vec2(texelXY.x,ceilTexXY.y),textureID,tDims,renderFlags),dH.y),//Left
 	 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
 								=((clamp(sunIllumination,0,1)*sunColor)+fogColor) * cTexel.rgb;
 								// TODO: Re-design and optimize
 cTexel 						= mix(cTexel,vec4(illuminatedFog,1),warpedFog);//FOG
 return cTexel;
 }//end intrinsicCodeTexel

////////// STRUCT LAYOUT DOCUMENTATION ///////////////
/**

uniform sampler2D 		primaryRendering;
uniform sampler2D 		depthTexture;
uniform sampler2D 		normTexture;
uniform sampler2D 		primitiveIDTexture;
uniform sampler2D		vertexTextureIDTexture;
uniform sampler2D		primitiveUVZWTexture;
uniform sampler2D		primitivenXnYnZTexture;
uniform sampler2DArray 	rgbaTiles;
uniform sampler2D		layerAccumulator;
uniform usamplerBuffer 	rootBuffer; 	//Global memory, as a set of uint vec4s.
//uniform sampler2DMS		depthQueueTexture;
uniform vec3 			fogColor;
uniform uint 			screenWidth;
uniform uint 			screenHeight;
