#version 330 out vec4 outputColor; uniform vec3 viewPos; uniform vec3 lightPos; uniform vec3 lightColor; uniform sampler2DArray texture0; in vec4 FarColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoord; in vec4 TexType; void main() { vec4 blendedColor[4]; for (int i = 0; i < 4; i++) { float type = TexType[i]; blendedColor[i] = texture(texture0, vec3(TexCoord, type)); } 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); vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; vec4 litColor = vec4(diffuse, 1.0) * finalColor; float distance = length(viewPos - FragPos); float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0); outputColor = mix(litColor, FarColor, interpolationFactor); }