#version 330 out vec4 outputColor; uniform vec3 viewPos; uniform sampler2D texture0; in vec4 FarColor; in vec3 FragPos; in vec2 TexCoord; in vec4 TexType; in float RealType; void main() { float tileSize = 64.0 / 512.0; float baseWeight = 0.2; float dominantWeight = 0.4; vec4 weights = vec4(baseWeight); vec2 uvOffsets[4]; for (int i = 0; i < 4; i++) { float type = TexType[i]; uvOffsets[i] = vec2(mod(type, 8.0), floor(type / 8.0)) * tileSize; if (type == RealType) { weights[i] = dominantWeight; } } vec4 blendedColor[4]; for (int i = 0; i < 4; i++) { vec2 uv = TexCoord * tileSize + uvOffsets[i]; blendedColor[i] = texture(texture0, uv); } float weightX = TexCoord.x; float weightY = TexCoord.y; vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX); vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX); vec4 finalColor = mix(mix1, mix2, weightY); float distance = length(viewPos - FragPos); float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0); outputColor = mix(finalColor, FarColor, interpolationFactor); }