const vs = `
precision highp float;
attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute float batchId;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 st;
varying vec2 v_st;
void main() {
v_st = st;
vec4 pos_ec = czm_translateRelativeToEye(position3DHigh, position3DLow);
vec3 normal_wc = normalize(mat3(czm_model) * normal);
vec4 normal_ec = normalize(mat4(czm_inverseView) * vec4(normal_wc,1.));
// pos_ec.xyz += normal_ec.xyz * 0.; //这样st好像都变成0,为什么
pos_ec.xyz += vec3(0.); //这样st正常
gl_Position = czm_modelViewProjectionRelativeToEye * pos_ec; //投影变换
}
`;
const fs = `
varying vec2 v_st;
void main()
{
gl_FragColor = vec4(v_st,0.,1.);
}
`;
// pos_ec.xyz += normal_ec.xyz * 0.; //这样st好像都变成0,请问为什么,谢谢