   // D E P T H   A S S E M B L Y
   for(uint i=0u; i<relevantSize; i++){
    vec4 dqColor = primitiveLayer(pQuads[ordering[i]],vUVZI[ordering[i]], false, _w[ordering[i]]);
-   float span = 1-color.a;
-   color.rgb	= mix(dqColor.rgb,color.rgb,dqColor.a*color.a);
-   color.a		= color.a+dqColor.a*span;
-   if(color.a > ALPHA_THRESHOLD)
+   //float span = 1-color.a;
+   //color.rgb	= mix(dqColor.rgb,color.rgb,dqColor.a*color.a);
+   //color.a		= color.a+dqColor.a*span;
+   color = reverseBlend(dqColor,color,dqColor.a);
+   if(color.a < ALPHA_THRESHOLD)
     break;
   }//end for(relevantSize)
 
-if(color.a < ALPHA_THRESHOLD){
+if(color.a > ALPHA_THRESHOLD){
  // S O L I D   B A C K D R O P
  uint opaquePrimID = uint(texelFetch(primitiveIDTexture,ivec2(gl_FragCoord),0)[0u]*65536);
  if(opaquePrimID>0u){

  vec4 _uvzw	= textureProjLod(primitiveUVZWTexture,pq,0);
  _uvzw.xyz /= _uvzw.w;
  vec4 oColor = primitiveLayer(pq, vec4(_uvzw.xyz,getTextureID(opaquePrimID)) ,true,_uvzw.w);
  color.rgb	= mix(oColor.rgb,color.rgb,color.a);
  color.a		= color.a+oColor.a*(1-color.a);
  }//end if(written)
 }//end if(visible)
if(color.a<ALPHA_THRESHOLD && bypassAlpha==0u)
 gl_FragColor.rgb = mix(texture(cubeTexture,norm).rgb,color.rgb,color.a);
else gl_FragColor.rgb = color.rgb;
}//end main()

const uint RENDER_FLAGS_WRAP					=0x1u;

const float ALPHA_THRESHOLD						=.02;

const float TILE_PAGE_SIDE_WIDTH_TEXELS = 128;
const uint CODE_SIDE_WIDTH_TEXELS 		= 4u;
