  vec2	texelXY		= tDims*vec2(uv.x,1-uv.y);
  vec2	ceilTexXY	= ceil(texelXY);
  vec2	codeXY		= mod(texelXY,float(CODE_SIDE_WIDTH_TEXELS));
- vec2	dH			= vec2(codeXY.x,codeXY.y)-3;
+ vec2	dH			= codeXY-3;
  uint	renderFlags = tocHeader[TOC_HEADER_OFFSET_QUADS_RENDER_FLAGS];
  vec4	cTexel  	= codeTexel(texelXY,textureID,tDims,renderFlags);
  

 	depthQueue[relevantSize]=depthQueueTexel;
 	relevantSize++;
 	}//end if(valid point)
 }//end for(DEPTH_QUEUE_SIZE)
 
 // D E P T H   S O R T

float linearizeDepth(float z){
float zNear = 6554;
float zFar = 1114112;
z = (2*zNear) / ((zFar + zNear) - z * (zFar - zNear));
return z;
}

