#extension GL_EXT_gpu_shader4 : enable

#if __VERSION__ >= 130
  #define varying in
  out vec4 mgl_FragColor;
  #define texture2D texture
  #define gl_FragColor mgl_FragColor
#endif

#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif

varying vec2 		v_texCoord ;
uniform sampler2D 	s_texture0 ;
uniform sampler2D 	s_mask ;
uniform vec2 		s_mask_offset ;
uniform vec2 		s_mask_scale ;
uniform float		s_mask_min ;
uniform vec4 		baseColor ;


void main (void)
{
	vec4 src  = texture2D(s_texture0 , v_texCoord) * baseColor ;
	vec4 mask = texture2D(s_mask , gl_FragCoord.xy * s_mask_scale + s_mask_offset ) ;
	src = min(src, src.a) ;
	gl_FragColor = src * max( s_mask_min , mask.r );
} 
