  }
  
  vec4 portalFetch(uint textureID){
- if(textureID!=7) return vec4(1,0,0,1);
+ if(textureID!=7u) return vec4(1,0,0,1);
  return texelFetch(portalTexture,ivec3(gl_FragCoord.xy,int(textureID+1u)),0);
  }
  

 vec3 	norm 		= nXnYnZ.xyz/w;
 vec4	texel		= intrinsicCodeTexel(uint(vUVZI[3u]),norm,uv);
 if(disableAlpha)	texel.a=1;
 if(bypassAlpha==0) texel.rgb = mix(texel.rgb,fogCubeColor,warpFog(vUVZI.z));
 return texel;
}


const uint OVERSAMPLING				= 4u;
const float PQUAD_DENOM				= (float(PRIM_TEXTURE_WIDTH)/2);

const uint NUM_PORTALS				= 8u;

vec2	halfScreenLocOffset = (screenLoc / 2) + (1/(float(OVERSAMPLING*4u)));
vec3	fogCubeColor;
