precision mediump float; uniform sampler2D sTexture;//纹理内容数据 //接收从顶点着色器过来的参数 varying vec4 ambient; varying vec4 diffuse; varying vec4 specular; varying vec2 vTextureCoord; 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*ambient+finalColor*specular+finalColor*diffuse; }