uniform mat4 uMVPMatrix; //总变换矩阵 attribute vec3 aPosition; //顶点位置 attribute vec3 bPosition; //顶点位置 attribute vec3 cPosition; //顶点位置 attribute vec2 aTexCoor; //顶点纹理坐标 uniform float uBfb;//变化百分比 varying vec2 vTextureCoord; void main() { vec3 tv; if(uBfb<=1.0) { tv=mix(aPosition,bPosition,uBfb); } else { tv=mix(bPosition,cPosition,uBfb-1.0); } gl_Position = uMVPMatrix * vec4(tv,1); vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器 }