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第20章 BN赛艇/BNST/assets/vertex_b_yz.sh
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12
第20章 BN赛艇/BNST/assets/vertex_b_yz.sh
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//普通纹理功能的顶点着色器
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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varying float currX;//当前片元的陆地X
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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currX=aPosition.x;
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}
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