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

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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 vTexPosition; //转换后纹理坐标
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
vTexPosition = (aTexCoor-0.5)*5.0;//将接收的纹理坐标传递给片元着色器
}