  vec2 pq = getPQuad(primitiveID);
  vec4 _uvzw	= textureLod(primitiveUVZWTexture,pq,0);
  _uvzw.xyz /= _uvzw.w;
- color = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(primitiveID)) );
+ color = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(primitiveID)) ,true);
  }
 
 vec4	fsq			= texture(layerAccumulator,screenLoc);

  
  // D E P T H   A S S E M B L Y
  for(uint i=0u; i<relevantSize; i++){
   vec4 dqColor = primitiveLayer(pQuads[ordering[i]],vUVZI[ordering[i]]);
   color.rgb 	= mix(color.rgb,dqColor.rgb,dqColor.a*( (1-color.a)+(dqColor.a*color.a) ));
   color.a		= 1-((1-color.a)*(1-dqColor.a));
  }//end for(relevantSize)

 vec3 	norm 		= texture(normTexture,screenLoc).xyz*2-1;//UNPACK NORM    //TODO: Remove
 if(norm.x!=-.1234)norm = (nXnYnZ.xyz*2)-1;//TODO: Remove conditional, keep assignment.
 vec4	texel		= intrinsicCodeTexel(uint(vUVZI[3u]),norm,uv);
 if(disableAlpha)	texel.a=1;
 texel.a 			*=1-warpFog(vUVZI.z);
 return texel;
}
