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

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Bash

uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec3 bPosition; //顶点位置
attribute vec3 cPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
uniform float uBfb;//变化百分比
varying vec2 vTextureCoord;
void main()
{
vec3 tv;
if(uBfb<=1.0)
{
tv=mix(aPosition,bPosition,uBfb);
}
else
{
tv=mix(bPosition,cPosition,uBfb-1.0);
}
gl_Position = uMVPMatrix * vec4(tv,1);
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}