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

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precision mediump float;
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
varying vec4 aaColor; //接收从顶点着色器过来的参数
void main()
{
//给此片元从纹理中采样出颜色值
vec4 finalColor = vec4(0.0,1.0,0.0,0.0);
//给此片元颜色值
gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse;
}