uniform vec2 resolution;

uniform sampler2D u_texture;
uniform sampler2D mask_texture;

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

void main(){

	//Blur target texture if framgent contains color;
	//ie. this place has some gui element in it
	 vec4 color = texture2D(mask_texture, v_texCoord);
	
	 if(color.a > 0)
	 {
		 gl_FragColor = vec4(1,0,0,1);//texture2D(u_texture, v_texCoord);//vec4(0);
	 }
	 else
	 {
		 gl_FragColor = vec4(0);
	 }
}