precision highp float;
varying vec2 textureCoordinate;
varying vec2 maskCoordinate;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;

void main(void) {
    vec4 userColor  = texture2D(inputImageTexture, textureCoordinate);
    vec4 grayColor  = texture2D(inputImageTexture2, maskCoordinate);
    gl_FragColor = userColor * grayColor.r;
    //gl_FragColor = grayColor;
}