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变量
varying vec3 vPosition;
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
   vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
   vPosition=aPosition;
}