  color = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(primitiveID)) ,true);
  }
 
-vec4	fsq			= texture(layerAccumulator,screenLoc);
+vec4	fsq			= texelFetch(layerAccumulator,ivec2(gl_FragCoord),0);
 
 uint relevantSize=0u/*depthOfFloatShiftQueue(fsq)*/;
 vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID

 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);
}

float getTextureID(uint primitiveID){

 uint	codeBkPgNum	= codeIdx / CODES_PER_CODE_PAGE;
 vec2	subTexUVsub	= codeXY*CODE_PAGE_TEXEL_SIZE_UV;
 vec2	codePgUV	= (vec2(float(codeIdx % CODE_PAGE_SIDE_WIDTH_CODES),float((codeIdx / CODE_PAGE_SIDE_WIDTH_CODES)%CODE_PAGE_SIDE_WIDTH_CODES))/float(CODE_PAGE_SIDE_WIDTH_CODES))+subTexUVsub;
 return				  textureLod(rgbaTiles,vec3(codePgUV,codeBkPgNum),0);
 }
 
 vec4 intrinsicCodeTexel(uint textureID,vec3 norm,vec2 uv){
