  	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(

 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

 return texel;
}

uint getPrimitiveIDFromQueue(vec4 layerAccumulator, float level){
 const vec4 ACC_MULTIPLIER = vec4(1,16,256,4096);
 return uint(dot(mod(floor(layerAccumulator/pow(16.,level)),16)*ACC_MULTIPLIER,vec4(1)));
}

//UNTESTED
