precision mediump float; uniform sampler2D sTexture;//纹理内容数据 varying vec2 vTextureCoord; //接收从顶点着色器过来的参数 varying vec4 vambient; varying vec4 vdiffuse; varying vec4 vspecular; void main() { //将计算出的颜色给此片元 vec4 finalColor=texture2D(sTexture, vTextureCoord); //给此片元颜色值 gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值 }