 float 	linearDepth = linearizeDepth(depth);
 
 uint 	textureID 	= floatBitsToUint(texture(textureIDTexture,screenLoc)[0u]);
-bool	oldTex		= textureID==960u;//Switch for old texturing mode.
 		fragColor 	= texture(primaryRendering,screenLoc);//GET UV
 vec3 	norm 		= texture(normTexture,screenLoc).xyz*2-vec3(1,1,1);//UNPACK NORM
 vec2	uv			= fragColor.xy;

// INPUTS
uniform sampler2D 		primaryRendering;
uniform sampler2D 		depthTexture;
uniform sampler2D 		texturePalette;
uniform sampler2D 		normTexture;
uniform sampler2D 		textureIDTexture;
uniform sampler2DArray 	rgbaTiles;

   color 		= mix(color.rgb,dqColor.rgb,dqColor.a);
  }//end for(relevantSize)
  
fragColor.rgb		 	= color;
}//end main()