#version 100 precision mediump float; precision highp int; uniform mediump sampler2D tex; uniform mediump sampler2D cover; varying highp vec2 vUV; varying highp vec2 vCoverUV; void main() { gl_FragData[0] = texture2D(tex, vUV); float c = min(abs(texture2D(cover, vCoverUV).x), 1.0); gl_FragData[0] *= c; }