   
   // 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);
+   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)
   

void main(){
float 	depth 		= texture(depthTexture,screenLoc)[0];
gl_FragDepth 		= depth;
float 	linearDepth = linearizeDepth(depth);

uint 	textureID 	= floatBitsToUint(texture(textureIDTexture,screenLoc)[0u]);
		fragColor 	= texture(primaryRendering,screenLoc);//GET UV
vec3 	norm 		= texture(normTexture,screenLoc).xyz*2-vec3(1,1,1);//UNPACK NORM
vec2	uv			= fragColor.xy;
vec3	color;

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


const int DEPTH_QUEUE_SIZE				= 8;

//Adapted from http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float warpFog(float z){
return pow(z,50);
}

uint UByte(uint _input, uint index)
