precision mediump float; //接收从顶点着色器过来的参数 varying vec4 ambient; varying vec4 diffuse; varying vec4 specular; uniform vec4 aColor; void main() { //将计算出的颜色给此片元 //vec4 finalColor=vec4(0.9,0.9,0.9,1.0); gl_FragColor = aColor*ambient+aColor*specular+aColor*diffuse;//给此片元颜色值 }