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2022-09-19 18:05:01 +08:00
commit 57051fc44b
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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
attribute vec3 aNormal; //法向量
attribute vec3 tNormal; //切向量
varying vec2 vTextureCoord; //用于传递给片元着色器的纹理坐标
varying vec3 fNormal; //用于传递给片元着色器的法向量
varying vec3 ftNormal; //用于传递给片元着色器的切向量
varying vec3 vPosition; //用于传递给片元着色器的顶点位置
void main() {
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点的位置
vTextureCoord=aTexCoor; //将顶点的纹理坐标传给片元着色器
fNormal=aNormal; //将顶点的法向量传给片元着色器
ftNormal=tNormal; //将顶点的切向量传给片元着色器
vPosition=aPosition; //将顶点的位置传给片元着色器
}