 const uint OVERSAMPLING				= 4u;
 const float PQUAD_DENOM				= (float(PRIM_TEXTURE_WIDTH)/2);
 
-const int NUM_PORTALS				= 8;
+const uint NUM_PORTALS				= 8u;
 
 vec2	halfScreenLocOffset = (screenLoc / 2) + (1/(float(OVERSAMPLING*4u)));
 vec3	fogCubeColor;

 }
 
 vec4 portalFetch(uint textureID){
 if(textureID!=7) 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==0u)texel.rgb = mix(texel.rgb,fogCubeColor,warpFog(vUVZI.z));
 return texel;
}

