precision highp float; varying vec2 varTexcoord; uniform sampler2D texture; uniform sampler2D mask; uniform vec4 color; void main (void) { vec4 dst = texture2D(texture, varTexcoord.st, 0.0); float srcAlpha = color.a * texture2D(mask, varTexcoord.st, 0.0).a; float outAlpha = srcAlpha + dst.a * (1.0 - srcAlpha); gl_FragColor.rgb = (color.rgb * srcAlpha + dst.rgb * dst.a * (1.0 - srcAlpha)) / outAlpha; gl_FragColor.a = outAlpha; }