#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;
}

