uniform sampler2D u_texture;
uniform sampler2D clip_region;
uniform float time;
uniform vec2 resolution;

varying vec2 v_texCoord;							
varying vec4 v_fragmentColor;


void main()
{
	vec4 current_pixel = texture2D(clip_region, v_texCoord);

	if(current_pixel.a > 0)
	{
		vec4 color = texture2D(u_texture, v_texCoord);
		color.a *= 0.6;
		gl_FragColor = color;
	}
	else
	{
		gl_FragColor = vec4(0);
	}

}
