 uint	primitiveID;
 vec4	color		= vec4(0,0,0,1);
 vec4	fsq0			= texelFetch(layerAccumulator0,ivec2(gl_FragCoord),0)*65536;
-vec4	fsq1			= texelFetch(layerAccumulator1,ivec2(gl_FragCoord),0)*65536;
+bool    populatedFSQ    = dot(fsq0,vec4(1))!=0;
+vec4	fsq1;
+if(populatedFSQ){
+ fsq1 = texelFetch(layerAccumulator1,ivec2(gl_FragCoord),0)*65536;
+ }
+                          
 fogCubeColor	    = texture(cubeTexture,norm).rgb;
 uint relevantSize=0u/*depthOfFloatShiftQueue(fsq0)*/;
 vec4 vUVZI[DEPTH_QUEUE_SIZE]; // U,V, depth, texture ID

   if(color.a < ALPHA_THRESHOLD)
    break;
  }//end for(relevantSize)

if(color.a > ALPHA_THRESHOLD){
 // S O L I D   B A C K D R O P

    }//end if(new deepest)
   }//end for(lower end)
  }//end for(relevantSize)
 }//end if(relevantSize>0)
  
  // D E P T H   A S S E M B L Y
  for(uint i=0u; i<relevantSize; i++){
