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