//云层着色器 precision mediump float; varying vec2 vTextureCoord;//接收从顶点着色器过来的参数 varying vec4 ambient; varying vec4 diffuse; varying vec4 specular; uniform sampler2D sTexture;//纹理内容数据 void main() { //给此片元从纹理中采样出颜色值 vec4 finalColor = texture2D(sTexture, vTextureCoord); //根据颜色值计算透明度 finalColor.a=(finalColor.r+finalColor.g+finalColor.b)/3.0; //计算光照因素 finalColor=finalColor*ambient+finalColor*specular+finalColor*diffuse; //给此片元颜色值 gl_FragColor = finalColor; }