precision mediump float; varying vec2 vTextureCoord; //接收从顶点着色器过来的参数 uniform sampler2D sTexture;//纹理内容数据 uniform float aPrograss; varying vec3 vPosition; void main() { if(vPosition.x<aPrograss) { //给此片元从纹理中采样出颜色值 gl_FragColor = texture2D(sTexture, vTextureCoord); } else { discard; } }