For the technique from the NeHe tutorial to work correctly, the background of your source image (i.e. anywhere where the mask image is white) needs to be full black. Although it’s not obvious from your first image exactly what the source is, I suspect that it isn’t black in the places that are brightening in the final image.
However, doing masking this way isn’t necessary in OpenGL ES 1.1. You can render an image with an alpha mask in a single pass using multitexturing. Furthermore, if your mask and your image are always drawn together, you’re better off just baking them into a single RGBA texture—no multitexturing required.