#version 150
struct Color
{
vec4 color;
};
uniform Color _color;
uniform sampler2D cover;
out vec4 fragColor;
in vec2 vCoverUV;
in vec2 vUV;
void main()
fragColor = _color.color;
float c = min(abs(texture(cover, vCoverUV).x), 1.0);
fragColor *= c;
}