uniform mat4 uMVPMatrix; //总变换矩阵 attribute vec3 aPosition; //顶点位置 attribute vec2 aTexCoor; //顶点纹理坐标 varying vec2 vTextureCoord; //用于传递给片元着色器的纹理坐标 varying float currY; //用于传递给片元着色器的Y坐标 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; //将接收的纹理坐标传递给片元着色器 currY=aPosition.y; //将顶点的Y坐标传递给片元着色器 }