#version 100
precision mediump float;
precision highp int;

struct Color
{
    vec4 color;
};

uniform Color _color;

uniform mediump sampler2D cover;

varying highp vec2 vCoverUV;
varying highp vec2 vUV;

void main()
{
    gl_FragData[0] = _color.color;
    float c = min(abs(texture2D(cover, vCoverUV).x), 1.0);
    gl_FragData[0] *= c;
}

