// TIN Terrain Fragment Shader // Minimal material lookup, no blending for now #version 330 core // Input from vertex shader in vec2 vUV; flat in uint vMaterial; // Uniforms uniform sampler2DArray ground; // Material texture array // Output out vec4 fragColor; void main() { // Sample material texture // TODO: Add blending between materials for smooth transitions vec3 texCoord = vec3(vUV, float(vMaterial)); vec4 color = texture(ground, texCoord); fragColor = color; }