  vec2	pQuadBL		= PRIM_QUAD_BL;
  pQuadBL.x			+=float(col*2u)*PRIM_TEX_WIDTH_SCALAR;// x2 because each quad is 2 texels wide.
  pQuadBL.y			+=float(row*2u)*PRIM_TEX_HEIGHT_SCALAR;
- return				pQuadBL+vec2(PRIM_TEX_WIDTH_SCALAR*screenLoc.x,PRIM_TEX_HEIGHT_SCALAR*screenLoc.y);
+ return				pQuadBL+vec2(PRIM_TEX_WIDTH_SCALAR,PRIM_TEX_HEIGHT_SCALAR)*screenLoc.xy;
 }
 
 float getTextureID(uint primitiveID){

 color = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(primitiveID)) ,true);
 }

vec4	fsq			= texture(layerAccumulator,screenLoc);

uint relevantSize=0u/*depthOfFloatShiftQueue(fsq)*/;
vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID

**/

void main(){
uint	primitiveID = uint(texelFetch(primitiveIDTexture,ivec2(gl_FragCoord),0)[0u]*65536);
vec4	color;
/*vec3	illuminatedFog
					= fogColor*sunColor;*/
