uniform mat4 uMVPMatrix; //总变换矩阵 attribute vec3 aPosition; //顶点位置 attribute vec2 aTexCoor; //顶点纹理坐标 varying vec2 vTextureCoord; //传给着色器的纹理坐标 void main() { gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置 vTextureCoord=aTexCoor; }