uniform sampler2D u_texture;
uniform sampler2D mask_texture;

varying vec2 v_texCoord;
varying vec4 v_fragmentColor;

void main()
{

	vec4 mask_color = texture2D(mask_texture, v_texCoord);

  if(mask_color.b > 0)
  {
      gl_FragColor = texture2D(u_texture, v_texCoord);
  }
  else
  {
      gl_FragColor = vec4(0);
  }

}
