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