#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D	texture_unit;
varying	vec2		texture_uv;		
									

uniform sampler2D	mask_tu;
uniform sampler2D	render_tu;

void main()
{
	//gl_FragColor = texture2D(texture_unit, texture_uv.st) * vec4(1.0, 1.0, 1.0, 1.0);

	vec4 mask_c = texture2D(mask_tu, texture_uv.st);
	vec4 render_c = texture2D(render_tu, texture_uv.st);
	
	gl_FragColor = vec4(render_c.rgb, mask_c.a);
}