第 10 课:Texture Coordinates
实现
// Already available:
// attribute vec3 position;
// attribute vec2 uv;
uniform sampler2D color;
out vec2 vUV;
void main() {
vec3 ratio = vec3(projectionMatrix[0][0] / projectionMatrix[1][1], 1.0, 1.0);
vUV = uv;
gl_Position = vec4(position * ratio, 1.0);
}