顶点着色器
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; //用于传递给片元着色器的变量
varying vec2 vPosition;
void main()
{
vPosition = aPosition.xy;
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;//将接收的纹理坐标传递给片元着色器
}
片段着色器
precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
varying vec2 vPosition;
uniform sampler2D sTexture1;//纹理内容数据
uniform float sGlobalTime;
float smoothstepmy( float x, float y, float a )
{
if( a < x )
return 0.0;