Updated ignore
Converted Camera shaders to accept the texture index instead of computing it on the fly
Encapsulated HeightMap in TerrainData
HeightMap references are now passed to the various terrain generation routines instead of using members
Terrain rendering system now stores a texture index per vertex to decide which texture to use instead of doing it based on height
Removed the texture index vertex attribute
The texture to use for terrain is determined in the fragment shader by pulling predetermined values from a 1D texture
Converted the 1D single channel texture to a texture buffer which allows for significantly more storage space