#version 100 precision mediump float; precision highp int; struct Color { vec4 color; }; uniform Color _color; uniform mediump sampler2D cover; varying highp vec2 vCoverUV; varying highp vec2 vUV; void main() { gl_FragData[0] = _color.color; float c = min(abs(texture2D(cover, vCoverUV).x), 1.0); gl_FragData[0] *= c; }