uniform float pixel_size;
uniform vec2 resolution;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform sampler2D mask_texture;
uniform float color_amp;
uniform vec3 gas_color;

void main()
{
	vec4 org_color = texture2D( u_texture, v_texCoord);
    org_color = texture2D( mask_texture, v_texCoord)*org_color.a*color_amp;
    gl_FragColor = org_color * vec4(gas_color,1.0);
}
