  	}//end if(valid point)
  }//end for(DEPTH_QUEUE_SIZE)
  
+ // D E P T H   S O R T
  if(relevantSize>0u){
  //Perform the not-so-quick sort
  vec4 intermediary;

vec2	uv			= fragColor.xy;
vec3	color;

color = vec3(intrinsicCodeTexel(linearDepth,textureID,norm,uv));
 uint relevantSize=0u;
 vec4 depthQueue[DEPTH_QUEUE_SIZE];
for(int i=0; i<DEPTH_QUEUE_SIZE; i++){
 vec4	depthQueueTexel	= texelFetch(depthQueueTexture,ivec2(gl_FragCoord.xy),i);
		textureID		= floatBitsToUint(depthQueueTexel[2u]);

    }//end if(new deepest)
   }//end for(lower end)
  }//end for(relevantSize)
  }//end if(relevantSize>0u)
  
  // D E P T H   A S S E M B L Y
  for(uint i=0u; i<relevantSize; i++){
   vec4 dqColor	= intrinsicCodeTexel(0,floatBitsToUint(depthQueue[i][2u]),vec3(0,0,0),depthQueue[i].rg);
   color 		= mix(color.rgb,dqColor.rgb,dqColor.a);
  }//end for(relevantSize)
  
fragColor.rgb		 	= oldTex?texture(texturePalette,fragColor.xy).rgb:
						  color;//GET COLOR
}//end main()