uniform mat4 uMVPMatrix; //总变换矩阵 uniform mat4 uMMatrix; //变换矩阵 uniform vec3 uCamera; //摄像机位置 attribute vec3 aPosition; //顶点位置 attribute vec2 aTexCoor; //顶点纹理坐标 varying vec2 vTextureCoord; void main() { gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置 //将顶点的纹理坐标传给片元着色器 vTextureCoord=aTexCoor; }