precision mediump float; varying vec4 ambient; varying vec4 diffuse; varying vec4 specular; varying vec4 aaColor; //接收从顶点着色器过来的参数 void main() { //给此片元从纹理中采样出颜色值 vec4 finalColor = vec4(0.0,1.0,0.0,0.0); //给此片元颜色值 gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse; }