   
   // D E P T H   A S S E M B L Y
   for(uint i=0u; i<relevantSize; i++){
-   vec4 dqColor	= intrinsicCodeTexel(0,floatBitsToUint(depthQueue[i][2u]),vec3(0,0,0),depthQueue[i].rg);
+   vec4 dqColor	= intrinsicCodeTexel(0,floatBitsToUint(depthQueue[i][2u]),vec3(0,0,0),depthQueue[i].rg,illuminatedFog);
    color 		= mix(color.rgb,dqColor.rgb,dqColor.a);
   }//end for(relevantSize)
   

 	   dH.x);//Vertical

 float sunIllumination			= dot(sunVector,norm);
 if(dot(norm,norm)>.1)cTexel.rgb	//Dot being used as cheap magnitude measurement
 								=((clamp(sunIllumination,0,1)*sunColor)+fogColor) * cTexel.rgb;
 								// TODO: Re-design and optimize
 cTexel 						= mix(cTexel,vec4(fogColor*sunColor,1),clamp(pow(linearDepth,3)*1.5,0,1));//FOG
 return cTexel;
 }//end intrinsicCodeTexel


const int DEPTH_QUEUE_SIZE				= 8;

//Adapted from http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
float warpFog(float z){
return pow(z,50);
}

uint UByte(uint _input, uint index)
