  vec4 intrinsicCodeTexel(float warpedFog,uint textureID,vec3 norm,vec2 uv, vec3 illuminatedFog){
  // TOC
  if(textureID==0u)return vec4(0,1,0,1);//Green means textureID=zero
- //if(textureID>100024u||textureID<0u)return vec4(1,1,0,1);//Yellow means 0xDEADBEEF (unwritten) reverse[4022250974][3735928559u]
  uvec4 	tocHeader 	= texelFetch(rootBuffer,int(textureID+TOC_OFFSET_VEC4_HEADER));
  if(tocHeader[TOC_HEADER_OFFSET_QUADS_MAGIC]!=1337u)return vec4(1,0,1,1);//Magenta means invalid texture.
  vec2	tDims		= vec2(float(tocHeader[TOC_HEADER_OFFSET_QUADS_WIDTH]),float(tocHeader[TOC_HEADER_OFFSET_QUADS_HEIGHT]));

 }//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;
 for(uint i=0u; i<relevantSize-1u; i++){
  for(uint j=i+1u; j<relevantSize; j++){
   if(depthQueue[j].a>depthQueue[i].a){//Found new deepest
    //Trade
    intermediary = depthQueue[i];
    depthQueue[i] = depthQueue[j];
    depthQueue[j] = intermediary;
    }//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,illuminatedFog);
   color 		= mix(color.rgb,dqColor.rgb,dqColor.a);
  }//end for(relevantSize)
  


// S O L I D   B A C K D R O P
color = vec3(intrinsicCodeTexel(warpedFog,textureID,norm,uv,illuminatedFog));
int relevantSize=0;
vec4 depthQueue[DEPTH_QUEUE_SIZE];
int ordering[DEPTH_QUEUE_SIZE];

// D E P T H   P O P U L A T E
for(int i=0; i<DEPTH_QUEUE_SIZE; i++){
 vec4	depthQueueTexel	= texelFetch(depthQueueTexture,ivec2(gl_FragCoord.xy),i);
		textureID		= floatBitsToUint(depthQueueTexel[2u]);
		ordering[i]		= i;
		//TODO: LinearDepth. Alpha is depth.
		//TODO: Norm. Calculate from future primitive table implementation?
 if(textureID!=0u){// Found a valid point
