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第5章 投影及各种变换/Sample5_1/assets/frag.sh
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第5章 投影及各种变换/Sample5_1/assets/frag.sh
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precision mediump float;
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varying vec4 aaColor; //接收从顶点着色器过来的参数
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void main()
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{
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gl_FragColor = aaColor;//给此片元颜色值
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}
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第5章 投影及各种变换/Sample5_1/assets/vertex.sh
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第5章 投影及各种变换/Sample5_1/assets/vertex.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 vec4 aColor; //顶点颜色
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varying vec4 aaColor; //用于传递给片元着色器的变量
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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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aaColor = aColor;//将接收的颜色传递给片元着色器
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}
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