  	texelFetch(wVBuffer,v0,0).x,
  	texelFetchOffset(wVBuffer,v0,0,ivec2(1,0)).x,
  	texelFetchOffset(wVBuffer,v0,0,ivec2(2,0)).x);
- mat3 normalizationMatrix = inverse(debugAffine = affine(
+ mat3 normalizationMatrix = inverse(affine(
   (texelFetchOffset(xyVBuffer,v0,0,ivec2(1,0)).xy*wvb[1u]+1)*.5,
   (texelFetchOffset(xyVBuffer,v0,0,ivec2(2,0)).xy*wvb[2u]+1)*.5,
   (texelFetch(xyVBuffer,v0,0).xy*wvb[0u]+1)*.5));


//http://www.math.ucla.edu/~baker/149.1.02w/handouts/i_affine_II.pdf

mat3 affine(vec2 u, vec2 v, vec2 off){//Each row is a column
 return transpose(mat3(											// TODO: Manually transpose
 	u.x-off.x,  v.x-off.x,  off.x,
 	u.y-off.y,  v.y-off.y,	off.y,
 	0,          0,          1
 		));
 }//end affine()

void main(){

 				vertexIndex/VERTICES_PER_ROW);
 ////////////////////////////////////////////////TODO: reciprocal-W
 //Convert screen coords to normalized coords.
 
 // Convert from cartesian to normalized [0,1] by adding 1 and mul by .5
 // Also perform a perspective divide. Passed W is a reciprocal so a multiply is in order instead.
