    subTexV4Sub  = subTexByIdx % 16u;
   }
   //Perform 4-way texel mix
-  cTexel		 = mix(codeTexel(iuv4A.xy,textureID, subTexV4Idx[0u], subTexV4Sub[0u],subTexV4Addr[0u],startCode[0u]),codeTexel(iuv4A.zw,textureID, subTexV4Idx[1u], subTexV4Sub[1u],subTexV4Addr[1u],startCode[1u]),sub.y);
-  cTexel		 = mix(cTexel,mix(codeTexel(iuv4B.xy,textureID, subTexV4Idx[2u], subTexV4Sub[2u], subTexV4Addr[2u],startCode[2u]),codeTexel(iuv4B.zw,textureID,subTexV4Idx[3u],subTexV4Sub[3u],subTexV4Addr[3u],startCode[3u]),sub.y),sub.x);
+  cTexel		 = cMix(codeTexel(iuv4A.xy,textureID, subTexV4Idx[0u], subTexV4Sub[0u],subTexV4Addr[0u],startCode[0u]),codeTexel(iuv4A.zw,textureID, subTexV4Idx[1u], subTexV4Sub[1u],subTexV4Addr[1u],startCode[1u]),sub.y);
+  cTexel		 = cMix(cTexel,cMix(codeTexel(iuv4B.xy,textureID, subTexV4Idx[2u], subTexV4Sub[2u], subTexV4Addr[2u],startCode[2u]),codeTexel(iuv4B.zw,textureID,subTexV4Idx[3u],subTexV4Sub[3u],subTexV4Addr[3u],startCode[3u]),sub.y),sub.x);
  
  vec4 illumination = vec4(1);
  if(dot(norm.xyz,norm.xyz)>.01)illumination.rgb
- 								=((clamp(-dot(sunVector,norm),0,1)*sunColor)+ambientLight);
- return cTexel * illumination;
+ 								=((clamp(-dot(sunVector,norm),0,1)*sunColor)+ambientLight) + cTexel.ESTuTv.x;
+ return cTexel.rgba * illumination;
  }//end intrinsicCodeTexel
 
 vec4 primitiveLayer(vec3 pQuad, vec4 vUVZI, bool disableAlpha, float w){

uniform vec3 			sunVector;
uniform uint			bypassAlpha;
uniform vec2			screenDims;

//noperspective in vec2	screenLoc;
vec2 screenLoc									= gl_FragCoord.xy/screenDims;

uniform sampler2D		primitiveUVZWTexture;
uniform sampler2D		primitivenXnYnZTexture;
uniform sampler2DArray 	rgbaTiles;
uniform sampler2DArray	ESTuTvTiles;
uniform sampler2D		layerAccumulator;
uniform usamplerBuffer 	rootBuffer; 	//Global memory, as a set of uint vec4s.
uniform samplerCube 	cubeTexture;
