 uniform sampler2D		primitiveUVZWTexture;
 uniform sampler2D		primitivenXnYnZTexture;
 uniform sampler2DArray 	rgbaTiles;
+uniform sampler2DArray	ESTuTvTiles;
 uniform sampler2D		layerAccumulator;
 uniform usamplerBuffer 	rootBuffer; 	//Global memory, as a set of uint vec4s.
 uniform samplerCube 	cubeTexture;

   subTexV4Sub  = subTexByIdx % 16u;
  }
  //Perform 4-way texel mix
  cTexel		 = mix(codeTexel(iuv4A.xy,textureID, subTexV4Idx[0u], subTexV4Sub[0u],subTexV4Addr[0u],startCode[0u]),codeTexel(iuv4A.zw,textureID, subTexV4Idx[1u], subTexV4Sub[1u],subTexV4Addr[1u],startCode[1u]),sub.y);
  cTexel		 = mix(cTexel,mix(codeTexel(iuv4B.xy,textureID, subTexV4Idx[2u], subTexV4Sub[2u], subTexV4Addr[2u],startCode[2u]),codeTexel(iuv4B.zw,textureID,subTexV4Idx[3u],subTexV4Sub[3u],subTexV4Addr[3u],startCode[3u]),sub.y),sub.x);
 
 vec4 illumination = vec4(1);
 if(dot(norm.xyz,norm.xyz)>.01)illumination.rgb
 								=((clamp(-dot(sunVector,norm),0,1)*sunColor)+ambientLight);
 return cTexel * illumination;
 }//end intrinsicCodeTexel

vec4 primitiveLayer(vec3 pQuad, vec4 vUVZI, bool disableAlpha, float w){

 uv = clamp(uv-.5,0,4096);
 vec2 sub = mod(uv,1);
 uvec2 iuv = uvec2(uv);
 CompositeTexel cTexel;
 uvec4 iuv4A,iuv4B, tTOCIdx,tTOCvec4Idx,tTOCsubIdx,subTexV4Addr;
 uvec4	subTexV4Idx, subTexV4Sub, startCode;
 iuv4A		 = uvec4(iuv,iuv+uvec2(0,1));
