2022-09-19 18:05:01 +08:00

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precision mediump float;
//接收从顶点着色器过来的参数
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
varying float u_clipDist;
void main()
{
if(u_clipDist < 0.0) discard;
//将计算出的颜色给此片元
vec4 finalColor=vec4(0.95,0.95,0.95,1.0);
gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse;//给此片元颜色值
}