  	if(dot(norm.xyz,norm.xyz)>.01)illumination.rgb
  								=((clamp(-dot(sunVector,norm),0,1)*sunColor)+ambientLight);
  	return cTexel * illumination;
-    }else{subTexV4Addr = uvec4(stv4a);}
+    }else{
+     subTexV4Addr = uvec4(stv4a);
+     }
    uvec4	subTexXY_A	= iuv4A%SUBTEXTURE_SIDE_WIDTH_TEXELS;
    uvec4	subTexXY_B  = iuv4B%SUBTEXTURE_SIDE_WIDTH_TEXELS;
    uvec4	subTexByIdx = uvec4(

   subTexV4Idx	= subTexByIdx / 16u;
   subTexV4Sub  = subTexByIdx % 16u;
  } else{ ////////////////// Compute the hard way
  tTOCIdx = uvec4(
  	iuv4A.x/SUBTEXTURE_SIDE_WIDTH_TEXELS + (iuv4A.y/SUBTEXTURE_SIDE_WIDTH_TEXELS)*19u,
  	iuv4A.z/SUBTEXTURE_SIDE_WIDTH_TEXELS + (iuv4A.w/SUBTEXTURE_SIDE_WIDTH_TEXELS)*19u,

 uvec4 iuv4A,iuv4B, tTOCIdx,tTOCvec4Idx,tTOCsubIdx,subTexV4Addr;
 uvec4	subTexV4Idx, subTexV4Sub, startCode;
 iuv4A		 = uvec4(iuv,iuv+uvec2(0,1));
 //iuv4B		 = uvec4(iuv,iuv)+uvec4(1,0,1,1);
 // PRECALC
 //////////////// Subtexture-level convergence check
 if(false){//Test for subtexture convergence
