varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
uniform sampler2D mask_texture;
uniform sampler2D u_texture;

void main()
{
    vec4 maskColor = texture2D(mask_texture, v_texCoord);
    vec4 c = texture2D(u_texture, v_texCoord);
    if(maskColor.r > 0.9 && maskColor.g > 0.9 && maskColor.b > 0.9){
        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
    }else{
        gl_FragColor = c;
    }
}
