  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;
 }

  
  // 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)

 return cTexel;
 }//end intrinsicCodeTexel

vec4 primitiveLayer(vec2 pQuad, vec4 vUVZI, bool disableAlpha){
 /*
 uint		vertexID	= primitiveID*3u;
 float		textureID	= texelFetch(vertexTextureIDTexture,ivec2(vertexID%VTX_TEXTURE_USABLE_WIDTH,vertexID/VTX_TEXTURE_USABLE_WIDTH),0).x*65536*PAGE_SIZE_VEC4;
