attribute vec3 pos; attribute vec2 texcoord; attribute vec3 normal; uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform mat4 NM; varying vec3 V_Normal; varying vec4 V_WorldPos;//µ±Ç°µÄλÖà varying vec2 V_Texcoord; void main() { V_Normal = mat3(NM)*normal; V_WorldPos = M * vec4(pos, 1.0); V_Texcoord = texcoord; gl_Position = P*V*M*vec4(pos,1.0); }