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第20章 BN赛艇/BNST/assets/vertex_mountion.sh
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13
第20章 BN赛艇/BNST/assets/vertex_mountion.sh
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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 rTemp; //用于传递给片元着色器的顶点坐标的变量
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varying float currY;
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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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currY=aPosition.y;
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rTemp=aPosition.x*aPosition.x+aPosition.y*aPosition.y;//求山上距离原点坐标的距离
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}
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